|
29824
|
Teen Tracker by @Arradhya | Stardance
|
Arradhya
|
2
|
15.0
|
96
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-18T10:59:37Z", "hours": 10.0, "multiplier": 7.73, "payout": 75, "blessing": "neutral", "text": "Project Overview A specialized budget tracker built for teenagers that translates weekly pocket money and savings rates into clear visual timelines for target goals. Because let’s face it, tracking your path to a PlayStation 5 using enterprise-grade accounting software designed for wall-street tax evasion is a bit overkill. Key Features Dynamic Data Inputs: Capture item details, costs, and customizable currency structures (USD, INR, EUR, GBP). Dual-Directional Ledger: Quick adjustments to add or remove funds manually with a zero-floor safety barrier to prevent negative balances. (Perfect for when you “borrow” money from your savings card to buy an overpriced energy drink and immediately regret your life choices). HTML5 Canvas Trajectories: Dynamic visual graphs mapping the exact savings path over remaining weeks. Snack Budget Optimizer: A smart feature that models how cutting down localized snack costs speeds up the timeline. State Persistence: Keeps tracking cards safely stored across browser refreshes via LocalStorage. Quick User Guide Register: Enter the item name, currency, total cost, and weekly pocket savings in the top form to deploy a tracking card. Monitor: Review the status box, dynamic progress bar, remaining weeks, and daily target requirements on your card. Adjust: Type any amount in the card input and tap + Add or - Remove to instantly correct or scale your balance. Log: Tap + Log Week as actual weeks pass to update the metrics, and click optimization prompts to boost savings speed. Technical Challenges Solved UI Sizing Squish: Fixed a layout bug where the Remove button compressed the text input field down to single-pixel visibility on mobile screens by implementing explicit relative sizing definitions (flex: 2 and flex: 3). Turns out, making an input field so small that only a subatomic particle can type into it isn’t great for UX. Undefined Chart Variables: Solved a runtime exception where the script attempted to evaluate status loops before values were initialized by restructuring execution order and passing properties directly into the Canvas rendering loop. Data Integrity Clamps: Hardened the input framework against invalid values or text characters by applying strict numeric type-validation filters and mathematical data boundaries using Math.max and Math.min.", "repo": "https://github.com/arradhyasharma/Focus-buddy", "demo": "https://arradhyasharma.github.io/Focus-buddy/"}, {"ship_num": 2, "ts": "2026-07-04T16:10:35Z", "hours": 5.0, "multiplier": 4.64, "payout": 21, "blessing": "neutral", "text": "i have made a teen budget Tracker so that i can help my friends and many teens to track their budget.As there are many things made for adults but not for teens one of those is a budget tracker so I thought to make it.There was many challenges in my journey such as sometimes in js sometimes in html etc. I am proud that I have made the budget tracker successfully.If you are going to try my project I suggest you to put different values at different times you can also see my screenshots for more information. Thanks for reading", "repo": "https://github.com/arradhyasharma/Focus-buddy", "demo": "https://arradhyasharma.github.io/Focus-buddy/"}]...
|
[{"post_id": 30134, "ts": "202 [{"post_id": 30134, "ts": "2026-07-17T13:59:06Z", "hours": 2.0, "text": "Devlog #6: Final Architecture Deployment and Production Release Project Status Update: Final Wrap-up The tracking suite has reached its absolute final development milestone. All core functionalities, layout alignment challenges, and real-time computation routines are now operating perfectly in unison. This release represents the complete, fully polished version of the application, designed from the ground up specifically for teen asset tracking and savings velocity visualization. As all structural, operational, and presentation-layer constraints have been resolved, this devlog stands as the final entry for this project cycle. Technical Architecture Overview The system source code has been consolidated into a clean, modular triad across three core components: 1. Document Structure and Content Layer The markup architecture forms an interactive interface customized for user data capture. It incorporates a form system optimized for tracking essential parameters including target goal values, current allocation levels, and weekly discretionary pocket expenses. Dynamic grid boundaries handle variable-length goal card distribution based on client data states. 2. Style Specification and Layout Matrix The layout is governed by variables configured for uniform theme delivery. Flexbox coordinates control input alignments, while CSS Grid interfaces manage responsive dashboard layouts. Custom property configurations ensure explicit size calculation containment across structural action groups, input nodes, and metrics readouts. 3. State Engine and Logic Control System The application lifecycle relies on an internal tracking list mapped directly to long-term client state storage. The calculus tracks linear trajectories, dynamically adjusting calculated metrics for item timelines, daily savings thresholds, and budget reallocation suggestions based on ongoing user inputs. Technical Enhancements and Core Revisions 1. Unified Sizing Convergence An explicit layout specification fix was introduced to resolve container squeezing issues affecting manual data entry fields inside operational rows. By applying rigid proportional assignments ( flex: 2 for the data entry block and flex: 3 for action buttons), interactive button arrays scale properly without collapsing adjacent text input elements. 2. Real-Time Calculation Cascades The template engine was updated to cleanly inject parameters directly into individual chart instances. The rendering workflow guarantees that item balance states pass securely down to the underlying Canvas vector functions alongside timeline progress data, avoiding runtime reference exceptions. System Verification Metrics Functional Subsystem Development Status Verification Method Interface Assembly Production Ready Verified valid markup and typography loading Balance Control Mechanics Production Ready Tested dual-directional updates for zero-bounds safety Canvas Projections Production Ready Validated linear scale paths against target goals Strategic Recommendations Production Ready Verified conditional rule displays based on thresholds Storage Lifecycle Production Ready Confirmed read/write operations during initialization Final Submission Reflection for Hack Club Stardance With this final iteration, the system meets all development benchmarks across three key areas: Targeted User Alignment: The application fulfills its mission of presenting tracking parameters customized for teen income structures, rather than general adult financial configurations. Interface Polish: The user interface elements, operational inputs, and dynamic graphics are balanced to ensure layout stability across viewports."}, {"post_id": 29875, "ts": "2026-07-17T01:11:15Z", "hours": 2.0, "text": "Devlog #5: Grid Scaling & Snack Logic Optimization What’s up, Hackers, We are back for devlog five! Now that the core system is up and running, I’ve been analyzing how the data handles actual savings scenarios. I found a couple of logical gaps in the tracking mechanics and went under the hood to clean up the code.Here is exactly what is live in the codebase right now:1. The “Zero-Week” Loop Fix The biggest logic update is inside the automated Snack Advice Engine. Previously, if a user was already on track to finish their goal quickly, the system would sometimes display a tip telling them they could save “0 weeks” by cutting back on snacks. That looked goofy.The Change: I added a structural check (weeksSaved > 0) to the condition. Now, advice boxes only trigger if cutting down on snacks actually makes a real, measurable difference to your timeline.2. Canvas Trajectory Mapping The HTML5 Canvas architecture is fully dialed in. Each tracking card renders a dedicated dynamic area chart (chart-${item.id}). It plots out your progress from “Now” directly to your target, filled with a clean semi-transparent sky-blue gradient (rgba(56, 189, 248, 0.1)).3. Clean Architecture Implementation the layout utilizes a structured form block (.box) for item creation that pipes data into a master fluid grid (.wishlist-container). For tracking progress, users have two straightforward actions per card:An input field coupled with a single standalone purple + Add Cash button for manual lump-sum injections.A green 📈 + Log Week button to advance the timeline by your fixed weekly pocket money savings rate.Now, if you do want to actually add that subtract feature to your code so you can fix typos when you write too much money, let me know! I will add it too."}, {"post_id": 28885, "ts": "2026-07-15T13:53:53Z", "hours": 3.0, "text": "Devlog #4: The “Ultimate AI Budget Suite” What’s up, Hackers, We are back for devlog four… or five? Honestly, time is an illusion when you are drowning in CSS selectors and coordinate math. After shipping my last update, I realized the original interface was looking a little too much like an old-school Excel sheet designed by a hyperactive accountant.So, I locked myself in a room, drank too much caffeine, and completely rebuilt the core architecture. Here’s what just got pushed to the code repository: 1. The Cyberpunk Glow-Up (New CSS) The old bright-teal background is officially dead. I buried it. In its place is a sleek, premium, slate-dark theme with glowing neon accents (#38bdf8 and #2563eb). It now looks like a high-tech terminal instead of a playground calculator.Every single layout color property has been rewritten to make things highly readable under the cover of night.Cards now feature a solid, premium slate background (#1e293b) with distinct glowing progress bars that dynamically transition. 2. Multi-Goal Tracking & Canvas Graph You are no longer forced to track one singular dream at a time. The board now operates on a master grid system (.wishlist-container), letting you save for a gaming console, a mechanical keyboard, and a questionable amount of energy drinks simultaneously.Dynamic Coordinate Canvas: I rewrote the HTML5 Canvas calculation logic. It dynamically maps out custom trajectory paths for each card, rendering a glowing neon area chart with smooth gradient fills (rgba(56, 189, 248, 0.1)) that trace exact target dates. The “Log Week” Loop: Users can click + Log This Week’s Savings on any individual card to append their weekly savings directly to that target’s local storage state, instantly shifting the visual graph trajectory forward."}, {"post_id": 24100, "ts": "2026-07-07T13:42:24Z", "hours": 1.0, "text": "Devlog#3 : Building a Persistent Teen Budget TrackerMost budgeting tools are incredibly boring, designed by adults who think teenagers only care about calculating tax returns or retirement funds. This is why I built the Teen Budget Tracker—a client-side personal finance dashboard engineered from the ground up for students and teens who want to stop guessing and start tracking real-world goals, like saving up for a gaming console, a new GPU, or hardware kits, using their actual weekly allowance (after buying snacks, obviously!).The original prototype was just a volatile math calculator that completely forgot your data the second you hit refresh, but thanks to brutal peer evaluations and quality feedback, I executed a massive code intervention. First, I wiped out embarrassing typography bugs, standardizing every instance of “traker” to a clean, crisp Tracker. Then, I shattered the application’s rigid, desktop-only layout constraints. By swapping static elements for adaptive fluid boundaries like width: 100% and a protective .box { max-width: 500px; } boundary card, the interface now scales flawlessly on tablets, phones, and monitors without ugly horizontal screen breaks. To give it a truly universal edge, I replaced the flat, single-currency layout with a dynamic mapping framework linked straight to a JavaScript dictionary object (currency Symbols), allowing users to toggle natively between $, ₹, £, and € symbols on the fly.To make the app feel alive the absolute second it boots up, I injected a real-time system clock engine using a native JavaScript interval loop. Running strictly every 1000 milliseconds, it continuously feeds a live date-time timestamp into #timeElement so the interface actively moves with the user. Even better, I engineered a bulletproof two-way data preservation loop using browser localStorage to cure the annoying page-refresh amnesia. The save routine instantly commits everything—the item name, cost, and savings—to browser memory the exact moment Calculate Weeks is clicked. On boot up, a window load listener interrogates the client cache, seamlessly extracts the saved parameters, populates the input fields, and triggers calcButton.click() on its own. Your session is perfectly preserved, even if you close the tab or accidentally reload.The crown jewel of the logic is the dynamic Milestone Progress Allocation Engine, which syncs beautifully with the smooth width transitions of #probar to offer gamified financial feedback. Instead of staring at cold, flat numbers, the #statss block tracks completion percentages and updates with context-specific motivation: cross the 100% line and it proudly announces “You can buy [Item] now!”; smash past 75% and it reads “You will be able to buy [Item] very soon”; clear the 50% halfway mark to unlock “You have completed halfway”; push past 25% for “You are making progress”; and anything below that keeps you grounded with “You have just started”. Building this application taught me serious real-world engineering skills, from managing persistent browser states and writing fluid UI architectures to deploying defensive code boundaries by wrapping asynchronous operations and API fallbacks inside clean try…catch blocks so a single network glitch never crashes the app."}, {"post_id": 22193, "ts": "2026-07-04T15:14:17Z", "hours": 3.0, "text": "I am about to complete my project made by teen,for teens and will be used by teens. Only some modifications are pending else is complete."}, {"post_id": 21873, "ts": "2026-07-04T01:18:54Z", "hours": 1.0, "text": "I am building a budget Tracker for all my friends and teens as you would have seen many budget Tracker for adults but this is for you"}]...
|
Title: Teen Tracker by @Arradhya | Stardance
Devl Title: Teen Tracker by @Arradhya | Stardance
Devlogs:
I am building a budget Tracker for all my friends and teens as you would have seen many budget Tracker for adults but this is for you
I am about to complete my project made by teen,for teens and will be used by teens. Only some modifications are pending else is complete.
Devlog#3 : Building a Persistent Teen Budget TrackerMost budgeting tools are incredibly boring, designed by adults who think teenagers only care about calculating tax returns or retirement funds. This is why I built the Teen Budget Tracker—a client-side personal finance dashboard engineered from the ground up for students and teens who want to stop guessing and start tracking real-world goals, like saving up for a gaming console, a new GPU, or hardware kits, using their actual weekly allowance (after buying snacks, obviously!).The original prototype was just a volatile math calculator that completely forgot your data the second you hit refresh, but thanks to brutal peer evaluations and quality feedback, I executed a massive code intervention. First, I wiped out embarrassing typography bugs, standardizing every instance of “traker” to a clean, crisp Tracker. Then, I shattered the application’s rigid, desktop-only layout constraints. By swapping static elements for adaptive fluid boundaries like width: 100% and a protective .box { max-width: 500px; } boundary card, the interface now scales flawlessly on tablets, phones, and monitors without ugly horizontal screen breaks. To give it a truly universal edge, I replaced the flat, single-currency layout with a dynamic mapping framework linked straight to a JavaScript dictionary object (currency Symbols), allowing users to toggle natively between $, ₹, £, and € symbols on the fly.To make the app feel alive the absolute second it boots up, I injected a real-time system clock engine using a native JavaScript interval loop. Running strictly every 1000 milliseconds, it continuously feeds a live date-time timestamp into #timeElement so the interface actively moves with the user. Even better, I engineered a bulletproof two-way data preservation loop using browser localStorage to cure the annoying page-refresh amnesia. The save routine instantly commits everything—the item name, cost, and savings—to browser memory the exact moment Calculate Weeks is clicked. On boot up, a window load listener interrogates the client cache, seamlessly extracts the saved parameters, populates the input fields, and triggers calcButton.click() on its own. Your session is perfectly preserved, even if you close the tab or accidentally reload.The crown jewel of the logic is the dynamic Milestone Progress Allocation Engine, which syncs beautifully with the smooth width transitions of #probar to offer gamified financial feedback. Instead of staring at cold, flat numbers, the #statss block tracks completion percentages and updates with context-specific motivation: cross the 100% line and it proudly announces “You can buy [Item] now!”; smash past 75% and it reads “You will be able to buy [Item] very soon”; clear the 50% halfway mark to unlock “You have completed halfway”; push past 25% for “You are making progress”; and anything below that keeps you grounded with “You have just started”. Building this application taught me serious real-world engineering skills, from managing persistent browser states and writing fluid UI architectures to deploying defensive code boundaries by wrapping asynchronous operations and API fallbacks inside clean try…catch blocks so a single network glitch never crashes the app.
Devlog #4: The “Ultimate AI Budget Suite” What’s up, Hackers, We are back for devlog four… or five? Honestly, time is an illusion when you are drowning in CSS selectors and coordinate math. After shipping my last update, I realized the original interface was looking a little too much like an old-school Excel sheet designed by a hyperactive accountant.So, I locked myself in a room, drank too much caffeine, and completely rebuilt the core architecture. Here’s what just got pushed to the code repository: 1. The Cyberpunk Glow-Up (New CSS) The old bright-teal background is officially dead. I buried it. In its place is a sleek, premium, slate-dark theme with glowing neon accents (#38bdf8 and #2563eb). It now looks like a high-tech terminal instead of a playground calculator.Every single layout color property has been rewritten to make things highly readable under the cover of night.Cards now feature a solid, premium slate background (#1e293b) with distinct glowing progress bars that dynamically transition. 2. Multi-Goal Tracking & Canvas Graph You are no longer forced to track one singular dream at a time. The board now operates on a master grid system (.wishlist-container), letting you save for a gaming console, a mechanical keyboard, and a questionable amount of energy drinks simultaneously.Dynamic Coordinate Canvas: I rewrote the HTML5 Canvas calculation logic. It dynamically maps out custom trajectory paths for each card, rendering a glowing neon area chart with smooth gradient fills (rgba(56, 189, 248, 0.1)) that trace exact target dates. The “Log Week” Loop: Users can click + Log This Week’s Savings on any individual card to append their weekly savings directly to that target’s local storage state, instantly shifting the visual graph trajectory forward.
Devlog #5: Grid Scaling & Snack Logic Optimization What’s up, Hackers, We are back for devlog five! Now that the core system is up and running, I’ve been analyzing how the data handles actual savings scenarios. I found a couple of logical gaps in the tracking mechanics and went under the hood to clean up the code.Here is exactly what is live in the codebase right now:1. The “Zero-Week” Loop Fix The biggest logic update is inside the automated Snack Advice Engine. Previously, if a user was already on track to finish their goal quickly, the system would sometimes display a tip telling them they could save “0 weeks” by cutting back on snacks. That looked goofy.The Change: I added a structural check (weeksSaved > 0) to the condition. Now, advice boxes only trigger if cutting down on snacks actually makes a real, measurable difference to your timeline.2. Canvas Trajectory Mapping The HTML5 Canvas architecture is fully dialed in. Each tracking card renders a dedicated dynamic area chart (chart-${item.id}). It plots out your progress from “Now” directly to your target, filled with a clean semi-transparent sky-blue gradient (rgba(56, 189, 248, 0.1)).3. Clean Architecture Implementation the layout utilizes a structured form block (.box) for item creation that pipes data into a master fluid grid (.wishlist-container). For tracking progress, users have two straightforward actions per card:An input field coupled with a single standalone purple + Add Cash button for manual lump-sum injections.A green 📈 + Log Week button to advance the timeline by your fixed weekly pocket money savings rate.Now, if you do want to actually add that subtract feature to your code so you can fix typos when you write too much money, let me know! I will add it too.
Devlog #6: Final Architecture Deployment and Production Release Project Status Update: Final Wrap-up The tracking suite has reached its absolute final development milestone. All core functionalities, layout alignment challenges, and real-time computation routines are now operating perfectly in unison. This release represents the complete, fully polished version of the application, designed from the ground up specifically for teen asset tracking and savings velocity visualization. As all structural, operational, and presentation-layer constraints have been resolved, this devlog stands as the final entry for this project cycle. Technical Architecture Overview The system source code has been consolidated into a clean, modular triad across three core components: 1. Document Structure and Content Layer The markup architecture forms an interactive interface customized for user data capture. It incorporates a form system optimized for tracking essential parameters including target goal values, current allocation levels, and weekly discretionary pocket expenses. Dynamic grid boundaries handle variable-length goal card distribution based on client data states. 2. Style Specification and Layout Matrix The layout is governed by variables configured for uniform theme delivery. Flexbox coordinates control input alignments, while CSS Grid interfaces manage responsive dashboard layouts. Custom property configurations ensure explicit size calculation containment across structural action groups, input nodes, and metrics readouts. 3. State Engine and Logic Control System The application lifecycle relies on an internal tracking list mapped directly to long-term client state storage. The calculus tracks linear trajectories, dynamically adjusting calculated metrics for item timelines, daily savings thresholds, and budget reallocation suggestions based on ongoing user inputs. Technical Enhancements and Core Revisions 1. Unified Sizing Convergence An explicit layout specification fix was introduced to resolve container squeezing issues affecting manual data entry fields inside operational rows. By applying rigid proportional assignments ( flex: 2 for the data entry block and flex: 3 for action buttons), interactive button arrays scale properly without collapsing adjacent text input elements. 2. Real-Time Calculation Cascades The template engine was updated to cleanly inject parameters directly into individual chart instances. The rendering workflow guarantees that item balance states pass securely down to the underlying Canvas vector functions alongside timeline progress data, avoiding runtime reference exceptions. System Verification Metrics Functional Subsystem Development Status Verification Method Interface Assembly Production Ready Verified valid markup and typography loading Balance Control Mechanics Production Ready Tested dual-directional updates for zero-bounds safety Canvas Projections Production Ready Validated linear scale paths against target goals Strategic Recommendations Production Ready Verified conditional rule displays based on thresholds Storage Lifecycle Production Ready Confirmed read/write operations during initialization Final Submission Reflection for Hack Club Stardance With this final iteration, the system meets all development benchmarks across three key areas: Targeted User Alignment: The application fulfills its mission of presenting tracking parameters customized for teen income structures, rather than general adult financial configurations. Interface Polish: The user interface elements, operational inputs, and dynamic graphics are balanced to ensure layout stability across viewports.
Ships:
i have made a teen budget Tracker so that i can help my friends and many teens to track their budget.As there are many things made for adults but not for teens one of those is a budget tracker so I thought to make it.There was many challenges in my journey such as sometimes in js sometimes in html etc. I am proud that I have made the budget tracker successfully.If you are going to try my project I suggest you to put different values at different times you can also see my screenshots for more information. Thanks for reading
Project Overview A specialized budget tracker built for teenagers that translates weekly pocket money and savings rates into clear visual timelines for target goals. Because let’s face it, tracking your path to a PlayStation 5 using enterprise-grade accounting software designed for wall-street tax evasion is a bit overkill. Key Features Dynamic Data Inputs: Capture item details, costs, and customizable currency structures (USD, INR, EUR, GBP). Dual-Directional Ledger: Quick adjustments to add or remove funds manually with a zero-floor safety barrier to prevent negative balances. (Perfect for when you “borrow” money from your savings card to buy an overpriced energy drink and immediately regret your life choices). HTML5 Canvas Trajectories: Dynamic visual graphs mapping the exact savings path over remaining weeks. Snack Budget Optimizer: A smart feature that models how cutting down localized snack costs speeds up the timeline. State Persistence: Keeps tracking cards safely stored across browser refreshes via LocalStorage. Quick User Guide Register: Enter the item name, currency, total cost, and weekly pocket savings in the top form to deploy a tracking card. Monitor: Review the status box, dynamic progress bar, remaining weeks, and daily target requirements on your card. Adjust: Type any amount in the card input and tap + Add or - Remove to instantly correct or scale your balance. Log: Tap + Log Week as actual weeks pass to update the metrics, and click optimization prompts to boost savings speed. Technical Challenges Solved UI Sizing Squish: Fixed a layout bug where the Remove button compressed the text input field down to single-pixel visibility on mobile screens by implementing explicit relative sizing definitions (flex: 2 and flex: 3). Turns out, making an input field so small that only a subatomic particle can type into it isn’t great for UX. Undefined Chart Variables: Solved a runtime exception where the script attempted to evaluate status loops before values were initialized by restructuring execution order and passing properties directly into the Canvas rendering loop. Data Integrity Clamps: Hardened the input framework against invalid values or text characters by applying strict numeric type-validation filters and mathematical data boundaries using Math.max and Math.min....
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1792882099.8605595
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1793746099.8605595
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29870
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Saltslack by @barfpile | Stardance
|
barfpile
|
2
|
2.0
|
4
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-02T18:38:47Z", "hours": 1.0, "multiplier": 5.61, "payout": 4, "blessing": "neutral", "text": "I fixed up some more stuff but its slack commands to track and get dms about github commits!", "repo": "https://github.com/fries-git/saltslack", "demo": "https://hackclub.enterprise.slack.com/archives/C0BEFCKHSG3"}, {"ship_num": 2, "ts": "2026-07-02T15:11:05Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "It was a little challenging to find out the github api and get that working. Past that it wasn’t bad.", "repo": "https://github.com/fries-git/saltslack", "demo": "https://hackclub.enterprise.slack.com/archives/C0BEFCKHSG3"}]...
|
[{"post_id": 20845, "ts": "202 [{"post_id": 20845, "ts": "2026-07-02T15:40:47Z", "hours": 0.6406, "text": "Working! - It finally works. Tracks a repo, dms you with any updates."}, {"post_id": 20808, "ts": "2026-07-02T14:49:43Z", "hours": 1.3061, "text": "Github Tracking - Hey! Currently this project allows users to track a github repo, and get a DM whenever it updates! At least… It’s supposed to. Currently its not on a timer as I’m running into a small bug where my logic isn’t right so it always thinks the latest update is new."}]...
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Title: Saltslack by @barfpile | Stardance
Devlogs Title: Saltslack by @barfpile | Stardance
Devlogs:
Github Tracking - Hey! Currently this project allows users to track a github repo, and get a DM whenever it updates! At least… It’s supposed to. Currently its not on a timer as I’m running into a small bug where my logic isn’t right so it always thinks the latest update is new.
Working! - It finally works. Tracks a repo, dms you with any updates.
Ships:
It was a little challenging to find out the github api and get that working. Past that it wasn’t bad.
I fixed up some more stuff but its slack commands to track and get dms about github commits!...
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1793094560.758557
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1793180960.758557
|
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29889
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Blender by @rajaryan1492007 | Stardance
|
rajaryan1492007
|
2
|
38.65
|
222
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-13T13:53:45Z", "hours": 28.0, "multiplier": 11.24, "payout": 208, "blessing": "neutral", "text": "i contribute to blender more for giving support for Android . So mostly i wrote fallback in vulkan and some other things . it was hard for and many time i forget to log and devlog but that it soon u will see android support . ref https://projects.blender.org/blender/blender/issues/162559 https://projects.blender.org/blender/blender/pulls/163126 https://projects.blender.org/blender/blender/pulls/162820 https://projects.blender.org/blender/blender/pulls/163630 https://projects.blender.org/blender/blender/pulls/163398 and this my last ship after that i will turn 19 year old at 14 sept soo byye :)", "repo": "https://github.com/blender/blender", "demo": "https://github.com/rajaryan2007/blender.git"}, {"ship_num": 2, "ts": "2026-07-05T10:31:53Z", "hours": 10.0, "multiplier": 1.41, "payout": 14, "blessing": "neutral", "text": "i Don’t know how explain about this but simply i contributed to blender it take lot of time i st blender code when i st my another project game engine compare to o3de and engine blender feel little easier bcuz i was little familier from st so i st making engine taking refernece from it as to mostly what i do is with ai or without i first understand math etc bcuz blender have too math etc but i left the part module and crazyspace type things and focus more on eevee and rendering i know devlog is less bcuz there nothing to say my self i don’t feel like it too confussing but some after asking maintainer etc i was able make pr and some get merged link https://github.com/blender/blender/commit/c706f68c68789be7a0576e0df8509f2b8388be8a https://projects.blender.org/blender/blender/pulls/160821 https://projects.blender.org/blender/blender/pulls/160420 https://projects.blender.org/blender/blender/pulls/160382", "repo": "https://github.com/blender/blender", "demo": "https://github.com/rajaryan2007/blender.git"}]...
|
[{"post_id": 69004, "ts": "202 [{"post_id": 69004, "ts": "2026-09-16T06:26:49Z", "hours": 0.6486, "text": "make fallback of dynamic rendering"}, {"post_id": 66843, "ts": "2026-09-12T19:19:19Z", "hours": 5.7239, "text": "made dynamic rendering optional for old hardware"}, {"post_id": 59923, "ts": "2026-09-01T23:10:19Z", "hours": 2.7592, "text": "added fallback of multiview"}, {"post_id": 56470, "ts": "2026-08-28T07:49:32Z", "hours": 19.2197, "text": "add logicop fallback and shaderClipdistance fallback in blender for andirod"}, {"post_id": 22747, "ts": "2026-07-05T10:18:18Z", "hours": 0.3308, "text": "other pr that i made"}, {"post_id": 20961, "ts": "2026-07-02T18:10:52Z", "hours": 9.68, "text": "blender contribution first pr merged"}]...
|
Title: Blender by @rajaryan1492007 | Stardance
De Title: Blender by @rajaryan1492007 | Stardance
Devlogs:
blender contribution first pr merged
other pr that i made
add logicop fallback and shaderClipdistance fallback in blender for andirod
added fallback of multiview
made dynamic rendering optional for old hardware
make fallback of dynamic rendering
Ships:
i Don’t know how explain about this but simply i contributed to blender it take lot of time i st blender code when i st my another project game engine compare to o3de and engine blender feel little easier bcuz i was little familier from st so i st making engine taking refernece from it as to mostly what i do is with ai or without i first understand math etc bcuz blender have too math etc but i left the part module and crazyspace type things and focus more on eevee and rendering i know devlog is less bcuz there nothing to say my self i don’t feel like it too confussing but some after asking maintainer etc i was able make pr and some get merged link https://github.com/blender/blender/commit/c706f68c68789be7a0576e0df8509f2b8388be8a https://projects.blender.org/blender/blender/pulls/160821 https://projects.blender.org/blender/blender/pulls/160420 https://projects.blender.org/blender/blender/pulls/160382
i contribute to blender more for giving support for Android . So mostly i wrote fallback in vulkan and some other things . it was hard for and many time i forget to log and devlog but that it soon u will see android support . ref https://projects.blender.org/blender/blender/issues/162559 https://projects.blender.org/blender/blender/pulls/163126 https://projects.blender.org/blender/blender/pulls/162820 https://projects.blender.org/blender/blender/pulls/163630 https://projects.blender.org/blender/blender/pulls/163398 and this my last ship after that i will turn 19 year old at 14 sept soo byye :)...
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1792997487.5994565
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1793083887.5994565
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29967
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Trivia Game by @starkiller261 | Stardance
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starkiller261
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2
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34.0
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82
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T16:52:41Z", "hours": 22.0, "multiplier": 1.59, "payout": 35, "blessing": "neutral", "text": "NO AI– completely coded by hand. Spent 20 more hours on this new redesign following the recommendations from my last ship about changing the ui. This is a self hosted kubernetes cluster and full stack website with a flutter ui, Spring Boot backend, connected using a RESTful architectured api. I also used postgresql to store user information and that was seperately hosted using supabase. I then used tailscale to tunnel traffic to my home lab setup. It all works be allowing a user to sign in with jwt authentication through the spring boot backend and generating trivia questions through the open trivia database api.", "repo": "https://github.com/petevass/Trivia-Generator", "demo": "https://stardance-frontend.tail5b0cb9.ts.net/"}, {"ship_num": 2, "ts": "2026-07-22T02:52:42Z", "hours": 12.0, "multiplier": 4.01, "payout": 47, "blessing": "neutral", "text": "This a fullstack app using the spring mvc framework which allows users to test their knowledge to the limits through the variety of trivia topics and questions in the app. The webstack is a Spring MVC, Thymeleaf, and Postgres app with supabase used to host the database and ngrok used to tunnel from a self-hosting rig", "repo": "https://github.com/petevass/Trivia-Generator", "demo": "https://stardance-frontend.tail5b0cb9.ts.net/"}]...
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[{"post_id": 46589, "ts": "202 [{"post_id": 46589, "ts": "2026-08-13T22:36:31Z", "hours": 6.3025, "text": "Finished Game Play UI"}, {"post_id": 37423, "ts": "2026-07-30T04:01:22Z", "hours": 8.8994, "text": "Working on the Leaderboard"}, {"post_id": 35331, "ts": "2026-07-26T17:26:18Z", "hours": 6.865, "text": "New Flutter Frontend in the works"}, {"post_id": 32041, "ts": "2026-07-20T22:33:58Z", "hours": 3.5997, "text": "UIs Finnaly Done"}, {"post_id": 31269, "ts": "2026-07-19T15:23:08Z", "hours": 4.86, "text": "Trivia API is finished, now I just have to make the frontend"}, {"post_id": 29885, "ts": "2026-07-17T01:32:18Z", "hours": 3.2933, "text": "Just finished configuring my data base and jwt authentication system"}]...
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Title: Trivia Game by @starkiller261 | Stardance
Title: Trivia Game by @starkiller261 | Stardance
Devlogs:
Just finished configuring my data base and jwt authentication system
Trivia API is finished, now I just have to make the frontend
UIs Finnaly Done
New Flutter Frontend in the works
Working on the Leaderboard
Finished Game Play UI
Ships:
This a fullstack app using the spring mvc framework which allows users to test their knowledge to the limits through the variety of trivia topics and questions in the app. The webstack is a Spring MVC, Thymeleaf, and Postgres app with supabase used to host the database and ngrok used to tunnel from a self-hosting rig
NO AI– completely coded by hand. Spent 20 more hours on this new redesign following the recommendations from my last ship about changing the ui. This is a self hosted kubernetes cluster and full stack website with a flutter ui, Spring Boot backend, connected using a RESTful architectured api. I also used postgresql to store user information and that was seperately hosted using supabase. I then used tailscale to tunnel traffic to my home lab setup. It all works be allowing a user to sign in with jwt authentication through the spring boot backend and generating trivia questions through the open trivia database api....
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1793105553.7883792
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1793191953.7883792
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30039
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Pirate Cats by @Vishy | Stardance
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Vishy
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2
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82.0
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1600
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-15T23:16:06Z", "hours": 5.0, "multiplier": 19.74, "payout": 104, "blessing": "neutral", "text": "Second Ship for Pirate Cats. In this ship there have been many changes to the games. Some changes include making instructions/tasks clearer, many visual changes, and easter eggs/new features. Many of you guys said the instructions were not clear so I spent a lot of time going through to fix it, and made it more clearer here and there. Also you guys said to put space to skip, so I added that now you can just zoom through the text (if you please). There were not any bugs but some items that were not connected allowing you to not see the bubbles, making some visual fixes like the shells was so blurry and there were some fade in’s coming in really early. Then I added some easter eggs and new dialogue for you guys to find. I hope you guys enjoy the new and improved version!", "repo": "https://github.com/justvishy12/Pirate-Cats", "demo": "https://vishyyyyyyyyy.itch.io/pirate-cats"}, {"ship_num": 2, "ts": "2026-08-01T23:26:58Z", "hours": 77.0, "multiplier": 19.55, "payout": 1496, "blessing": "neutral", "text": "Welcome to my ship of Pirate Cats. Pirate Cats is a 2d godot interactive game using point and click and other buttons such as arrow keys and space. This was the most complex game I have ever built and I have learned so much from it. This game has taken me over a month to build and I am so proud of my self. From learning that there are other ways to create assets (like figma) to how to create save manager (saving the users progress) this was a very fun game to build. Building this game was not so easy, as it required alot of logic, and some of that was repeating so I had to keep rechecking it. Also there were some items I did not know how to use so I had to do research. As this game is only a point and click I am sure you guys will find it entertaining, as I spent a long time on making this good. After building a game so long, and finishing, I realized I want to expand on this! So this is version one where I have your guys feedback! So I can improve my game and add a hard mode where you have lives and other suggestions you guys have. This game has tested my patience as I have spent countless nights coding and building this game from scratch. I have learned so many things that I previously did not know. I didnt know a panel takes mouse input or that there were sliders, those were the easy things to conquer. But items such as creating a full on working save manager took some time to understand, or creating a full fishing minigame, with different sounds and other cool features. I am sure you guys will love what I have put into this game. It also makes me want to learn how to use figma more. From playing minigames on the ship, to steering a ship, to helping the cats escape from crabs, this game has great variety. So who is ready to help the cats (and of course a parrot) and find their treasure!", "repo": "https://github.com/justvishy12/Pirate-Cats", "demo": "https://vishyyyyyyyyy.itch.io/pirate-cats"}]...
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[{"post_id": 47246, "ts": "202 [{"post_id": 47246, "ts": "2026-08-15T01:34:45Z", "hours": 1.3317, "text": "Captains Secret??? I designeed the figma cat for the captain, along with the frame, then implemented the photo/frame in godot behind the chair in the captains room. This is a relatively short devlog as it is just one added feature that I think makes the game cooler. Figma For the figma first we start off with creating the cat, it is the same as usual, I don’t use the pen tool because it is very unconsistent, anyways we start with the head then the body then add legs, one thing about figma is they dont have vertical and horizontal align just horizontal with items, they should have an option to enable a grid. Anyways for the secret I figured I would make it contrast the captain ( we are talking about the cat) the captain has textured and not very furry fur, but I made this cat have furry skin/fur, and not textured, and kind of short/tall (depending on which cat you are comparing it to). Anyways I used the Pen tool to create the frame as it is easier and faster, even though the alignment is not perfect, it is hard to see just from the human eye, Godot To input this in godot we have to get the image, so we upload it into the file system then I had to re export the chair (seperatley) so I could have it like the photo is behind the chair and the user can press the photo (only the part sticking out) then the captains text plays. This is like a secret and for you guys to find out, so good luck and go try it out!"}, {"post_id": 44656, "ts": "2026-08-10T15:53:19Z", "hours": 3.9511, "text": "Recommended Fixes Hello everyone I just recently shipped and I was really happy with the votes I got so thank you to everyone that supported me but with all the suggestions you guys gave and some of mine that I knew i had to do, I have fixed up the game. Before I get started the godot wakatime extention is broken so now I have to use lapse which makes it harder for me because I have to do the whole recording in one sitting and I cant do some work close it and continue. The video attached includes a few of the fixes and I will start using paragraphs in my writing. But without further to do lets get started. List Of Fixes With all you guys said I have made a list of fixes such as during the cooking scene it was not clear what to do after you made a plate so at the end of the training round I added a arrow so that users can try it before they are on their own. Second There is this flag in the powder monkey’s area, which is side ship view 1. When the flag raises its fine but it does some bugs when coming back down and the way I structured it was weird so I deleted all the code and had a area 2d mouse enter and exit, and I start the animation one 1 speed when they hover over it and when they let go I put it on -1 speed and play it. This makes it look like you are raising the flag and when you stop it goes down. Another thing was all the shells in that scene were blurry. I forgot what did but in figma I think the items were way to small so when scaling up t was very blurry. Also for the space star scene when the user gets it wrong the dialogue for it says that they found the island but then says they should set sail tomorrow, I had the order of items wrong so I flipped them (in the dialogue) and made it stop 1 line earlier in the code. Also after the user gets 3 constellations correct to go to the island it goes to the scene fades in and out then next scene then fades in and out and same for third scene. The problem was that it was making things visible after the fade out finished, it should have been doing it when fade in was done so when fade out was done like you were traveling. Skip text!!! I know this is a big one, so I added it, so I had a line of code that was like if event.is_action_pressed(\"ui_accept\") and !typing: So I just flipped it so that when the dialogue is playing and if they call it it makes a variable true, and in the code where it is playing the text out (its a for loop) I break the for loop and make the ammount of characters visible the ammount of characters there are. Then I also made all the text that says space to continue, to space to skip. This one I did most recently but it was with the crabs, I added a randomizer for the audio so when they shoot the cannons, I just made a randi for -0.1 - 0.1 and added it to the pitch of 1 to the audio stream player so it was random. I also made a new scene for the explosion boom like visual effect and made it fade in and out. I have also commented all the code to make it easier for you guys to understand! That is all I have done and will always be looking for more suggestions to do more work, thank you and hope yall enjoy!"}, {"post_id": 38867, "ts": "2026-08-01T13:04:48Z", "hours": 2.4856, "text": "Finishing Touches Hello everyone we have finally finished Pirate Cats. After weeks of coding, building and testing, we have finally come up with a playable version. In this version everything is finished, but there is only one mode. So as this is the last devlog for this ship let me explain what I have done this time. Bugs After game testing we found some bugs out like there was no music for the cooking puzzle, or the sponge was not visible for the sponge scene, or the button in the island was not working, or the typing settings broke down. So let me start each of the bugs and how I fixed this (all these bugs came up yesterday as I only post a devlog once a day). So first the cooking music puzzle, I forgot to play it in the code, this was a simple fix but the other ones were not. For the scrubbing scene the sponge was not visible, in the code again I forgot to set it to visible but then I found another bug from fixing one it was that I need to turn it back after the scene otherwise it will always stay like that. So I figured out you have to set the cursor to null, that way it doesn’t put a preloaded asset and just has the normal one. This next one was tricky, on the island minigame where you are digging after you finish digging, sometimes you can not press certain parts of the button (to finish the dialogue and go to the end scene) I was so confused on what to problem was, then after some time I realized it only happened because I was initiating a scene, and I thought that it was over it, so I set some of the items including the buttons z index near 1000, because there was only going to be like 100 of the items. So then I thought the button for the sand was over, but it was not and I disabled it after the treasure was found, so I was so confused, then I realized there was a panel in the scene being initiated. So then I finally thought dont panels take the mouse input? And that was when I realized that I had a random panel there stealing the mouse, so i set the mouse input on it to pass, so it can not take it. Finally the typing settings. I learned how to use sliders, but there was one thing I could not figure out, how to flip a slider, so for the text slider, it was fast (the bottom one) to slow (the top one) instead of slow to fast as a slider should be, but then when assigning the value I put a - infront of it, I thought this fixed it because when I went in the speed was on the slower side but max speed. Then I tested it, and I could not change the speed, the problem was when you do - it puts the lowest setting meaning it can not be put to the highest, so I had to put it back and I still don not know how to flip a slider, but that is for next ship. See you guys!"}, {"post_id": 37977, "ts": "2026-07-31T01:49:51Z", "hours": 4.8392, "text": "Finishing Touches (Saving Special ✨) Hello everyone, I am getting close to shipping this project and I have done the finishing touches today which is so much, and I just have to get my fellow game testers up and test the game for any bugs or anything. I know there are a few here and there, but I should have fixed them when I started, doing it now will be too much, and I will fix it in the second ship. So without further to do lets get straight into it. Loading Scenes The loading scenes are the guide scene, preference scene, and the loading part itself. So now in the preference scene there are volume sliders for the different things like sfx, audio in general and bg music. And there is also a slider for the speed on how fast the text goes by, since you can not skip it i thought \"SHould it not be useful to just have a speed, so fast and slow readers can adjust it to make it feel more like a game? So then I added a slider, all the settings are saved I think, but since this is just finishing the logic and not the testing part I will not know for a fact. Overall the ui looks great, and mainly for the save manager, I was working on connecting the variables throughout the different scenes, and when they load a game, based on where they are in the game (like progress wise) then it will put them in the corresponding scene, this was not hard but I kept on forgetting what to add until I started wroking on a different scene. Other Fixes So one major bug I had was previously when I was working on the map scene, I thought I saved the progress but I didn’t and then I committed and all my progress was gone, so I had to spend some time today fixing all the bugs there, and then some of the dialogue in that scene, I thought for some reason was inputted incorrectly, then I proceeded to re fix the whole structure adding lines to the dialogue and then I realized it was wrong and had to put it back, since changing dialogue doesnt sound like a big deal, you have to understand, I changed all the variables because of that. Anyways that was the last thing I did today but lets talk about some other progress I did today. Audio The audio for the game was all recorded today, and everything is handmade (like in the meaning that it is not taken from somewhere else) the only thing that is going to be used for the game that is not handmade, is the background music (im not a good artist, but I am a musician so I am sure I can learn how to do it) and also the fonts, the fonts used for this game look amazing, and I will use it again for all my other games. After making the audio I had to implement it everywhere such as keyboard noise for the letters typing on the screen. Or the crabs moving, or the sponge scrubbing, or the cannons firing going like \"Boom Boom\" and other stuff. Anyways that summarizes most of the things I have done today, and tomorrow I will official test the game and get ready to ship, bye guys!"}, {"post_id": 37400, "ts": "2026-07-30T02:48:14Z", "hours": 7.0306, "text": "Bugs + Fixes Hello everyone, I am getting very close to finishing Pirate Cats and will probably only work on it for a few more days (like until the 31st then ship on the first). I have big changes coming in after this ship. So today I will talk about to big progress and what I will be working on! The Game Tester So I had a game tester come and try my game, like obviously not everything is connected, but I had him try the individual scenes, and lets just say I was not happy. Before you guys all start talking about how I hired a Professional Game Tester with Money for a project for stardance, relax. The game tester is my friend, he has tested all my projects and lets just say, I am so glad he does. Anyways he found some bugs and it took a while to fix it (considering I was on a time crunch and had to go out somewhere today and the due date (the end ofthe month) is coming soon ). So first of all he tested the back ship scene which is the video linked, so what is supposed to happen when u click the cat, it is supposed to talk about either if you have completed the minigame \"Oh come eat supper again\" or if you havent \"Welcome, want to help me cook\" and then go to cooking mingame, but all this is set in one array of dialogue, and I call the dialogue from either number one or two and then I only make it go to the next dialogue if it is not one of the ending numbers for talking other wise I just make it not visible. The bug was that I needed an if statement that checked if it was an ending dialogue, and if not it goes to the next. This is the one of the least complex of problems, the second is with the digging scene. So the problem was after it started the dialogue explaining how to play, it went on one dialogue extra, I realized I had included one more so I just deleted that including code, this was the least of complex, but the third bug is massive. So the bug was after the cooking scene, once the dialogue finished (which is the tutorial) the user couldn’t play them selves. I slowly realized the problem was that it worked before and when I included the dialogue, it broke, since the tutorial completely changed how I had built it. So I had to go one by one and fix every little thing, first after you completed the tutorial, it automatically sends you back, but then you cant even get another plate, so I had to fix that, then once you get the plate I realized there was no order, then I made it so before you go back the order comes, then I realized after you got the plate nothing happens, its supposed to go to the next scene, then it went to the next scene which was getting the sand castle, which worked fine then it went to the scene to get toppings like the shell and flag and star, and that worked fine, then I went to the check scene, I realized there was no way to get back to use up the other plates. Then I fixed that, and when I went back, I realized the plate count never changed, for some reason in the code I was setting it back to 0, so it never changed how many plates the user did. So after I fixed this, I played it again, then I realized the second time you do it, the first times items that they picked were not visible and disabled, so in the reset code (after one full round) I made sure everything became visible and not disabled, then because of this I finally fixed it! Work I need to fix the star scene next, so it plays what happens before they go and after they get it right. My goal is to do as much hours as possible because I am trying to get the framework 13 in this ship, and hopefully this project will do it. After I do this ship I will work on a hard mode for this game, so if users want a challenge they shall get it. Anyways that is it for now, see you guys next devlog!"}, {"post_id": 36182, "ts": "2026-07-28T03:15:49Z", "hours": 5.3925, "text": "The Cats Can Now Talk? Hello everyone, it has been 4 days, and I have done a lot of work on the game for the past few days, and am getting very close to submitting it. So I have finished the last mini game, which is finding the treasure to save the cats (or aid them depending on how you take giving cats treats ) and now I have implemented the dialogue part such as the cats and you talking, and the map being found in most of the scenes. So without further to do lets get straight in it and talk about the minigame. Digging up treasure So right now I have made the basic part of the treasure scene, it still needs to be decorated and I need to push the borders out a little but to start its good. It will not be in the video posted but it will be tomorrow. So how it works is I have this scene called sand, it is an area 2d and everything is not visible besides the smallest hole and smalest pile of sand, and you can press the area 2d 3 times and it will have the medium pile and hole and large pile and hole. And in it, I have it calling functions from the main scene. So in the main scene I call the scene for every time the press a button (the whole screen consists of 6 buttons, if they dig fully and that button is the treasure one, then you get it for the cats) it mainly consists of buttons and randi functions and caling functions from two different scenes. Cats are Talking IF you want to see the desert scene or the cats talking you can see it on https://www.youtube.com/shorts/6k6MWErv86k , anyways the logic for this is we call next dialogue, and this checks the index and then adds one too it and goes to the next. Then if it is cat speaking, it waits for the user to press space (skip) then it adds one to the index and plays the next if it is the users turn to talk (the user can talk using a button they press) then they press a button and the text becomes the dialogue and then it adds one to its index and then plays the next. Then when the index is the second to last I stop it from playing anymore dialogue. Then when the user completes the task like sorting then it makes the map visible and then it plays the last dialogue (when they press the map because it is a button) and it says something like, THANK YOU SO MUCH FOR FINDING IT, PLEASE PUT THAT PIECE OF MAP ON THE CAPTAINS DESK then that will add, and once you have all the pieces you can put the map together. That is all I have to say, and I will do alot more in the next few days, as I need to finish up dialogue and work on the save, and global variables. But for now, bye guys!"}, {"post_id": 34058, "ts": "2026-07-24T14:49:39Z", "hours": 6.0272, "text": "The Minigames Are Coming To An End… Hello everyone, I have completed two more minigames for my game pirate cat, and only have one last game to create. I have been very productive, and learned how to code more efficiently, as I finished two minigames yesterday. Without further to do, lets get into the first minigame I finished. Scrubber Cat By the name you might get what the scrubber cat does, the scrubber cat is the cat/pirate that will be scrubbing and cleaning the decks/the ship. So for a minigame I have created one where you scrub the dirt to get rid. I still need to make the colors more vibrant but the logic is done, and I did have some few bugs but we will start about the game. So for the game, for each round there are a certain amount of stains. Each stain gets its own button and each button has mouse entered and mouse exited which goes to a variable. The variable is either false or true. So if mouse entered the variable is true otherwise it is false. Then in the beginning I call round 1, in round I check if the items are visible, then I check if the mouse entered is true and if the mouse is moving, because I have a variable called mose pos, and in the ready is set it to the mouse position, and then I compare it with the current mouse position when round 1 goes, then i set it to mose pos. Then if the mouse is moving, and the variable is true. The stain looses some of its visiblity, like its going away. I am going to find out how to make the cursor a scrubber, but for now its not. And the user will do this for 3 different round. Constellations So if you saw the video you might have saw the constellation game, I recommend you watch the video to understand what I say. So there are two different types of constellations, human constellations, and cat constellations. So the goal is the user to always pick the cat constellations. So there is 2 sides, one side is the cat and the other is the human, the sides will switch, and you have to pick the cat one, if you dont, that round restarts. I had so many bugs with this, and the main one wasthe timer. In godot I had no clue that you have to stop a timer after it timed out. This created a majority of the bugs. And since it was basically the same logic for most of it, I did copy and pasting and because of this I forgot to change some of the variables, so it did changes to things that did not need changes, and did not do changes to things that did changes. I am going to finish up this game soon and submit it. Bye guys!"}, {"post_id": 33306, "ts": "2026-07-23T03:10:54Z", "hours": 7.845, "text": "Powder Monkey (Major Bug Not Fixed) Hello guys, this devlog is going to be max characters and if its not I have so much to complain about… I have worked so long today and dont so much, and I think that everything I have done was very great. So without much to do lets get into todays progress. Before Powder Monkey Mini game So I am going to talk about what I did before I started the powder monkey minigame. So today, before I ate lunch I was working on other stuff, like not minigames but the travel, so now users can travel around the boat, to the parrot area (in the front), powder monkeys area (going to be discussed in todays devlog and its on the side) the back of the ship which has both the cooking cat, and also the fishing cat. And then there is one more side of the boat, which is the other side, side view 2 which has the scrubber cat (I am going to save the scrubber cat for tomorrow when I start working on him and his mini game). So now that I have explained what I spent the first 1 and a half hours on lets get into the Powder Monkey Minigame. The powder monkey minigame Okay guys now we are going to start talking about the powder monkey’s minigame. So if you see the video you might start to see where the video game is going. But if you don’t understand the video or have not seen the video (due to personal reasons) then let me explain. Ever see those fake mobile ads that don’t let you play the game but give you a preview? Well I am building that fake mobile ad, im not trying to say it’s fake, but this time you can actually now play the one level until you beat it. So the game is like you drag the different colored balls into the different beakers and try to get beakers with only one of the same colored balls. So I spent 5 hours creating the logic, then I realized i made the game wrong 😭 Then I had to get rid of this one part of a line in 45 lines, then I deleted it and then it didnt save and I had to redo it, and that took 30 minutes already, then redoing it made it an hour. So the line I said that I deleted checked if the when placing a ball (we will call the different objects you can move a ball) so when moving the balls i made it so you had to place it in either an empty beaker or ontop of a ball of the same type. I didnt know that it could be placed on different types. So then after deleting that line of code when running there are still some bugs here and there that dont allow one of the coconuts and one of the ballons to move. I have checked 2000 LINES OF CODE 15 TIMES, MAYBE MORE. And me not finding this bug is annoying because I still have to write the check feature. Anyways I will try to fix the bugs, but here is yesterdays video https://www.youtube.com/shorts/7UFbDQq-l0Q and by guys see you later!"}, {"post_id": 32344, "ts": "2026-07-21T13:34:14Z", "hours": 5.2003, "text": "You can Finally Fix the map Hello guys, we have spent another 5 hours on this game. I have got to say, I am starting to love this game. Day by day, the more I do the more I get drawn in. I have got to say at the beginning I didn’t really feel like doing this game. But now after I see everything I am amazed. As usual if you want to see yesterdays progress on the captains room you can see it on Vishy Labs or https://www.youtube.com/shorts/0w2feNxZQ5A The Map For the past few day’s I have been working on the map scene, if you see it, it may not look complicated but I have spent longer than the fishing minigame to create this, let me explain why. So there are 6 maps, and 6 panels. One panel for each map. If you place a map in the panel, either that is the right panel to place it in or the wrong one. There is over 40 variables for this scene, since there are 6 buttons, we have 6 of placed 1-6 and 6 of map 1-6, (now these are for dragging the maps) 6 offsets 1-6 6 dragging 1-6, 6 inzone 1-6 and for the panels 6 pan 1-6. So this makes it hard to keep track of all of them. And let me talk about the logic, so when you press a button like hold it down you have to change the position with the offset and the mouses position, but now we have to check if the piece of the map is intersecting with the panel, and if it is, which panel is it intersecting, then if there is already a panel there. And it gets ever more complicated, if there is a map intersecting or above 2 panels, then you have to subtract the values from all the panels and see which one is the closest from the center of the map, because in godot for some reason it likes putting its point in the top left. And I have made over 8 different functions not including the button up and down or godot made functions just for this. This has got to be one of the most complicated minigames yet but im glad I did it. We have function snap map which gets the center of the panel and places the center of the map there, and this only works if that panel doesn’t have a map and the map was placed there. We also have func_panel_taken you input the panel which in my case is closest because that is what I have put for the closest panel in the code, and you also input which map your moving, so it ignores that when it does the check for intersection. But the process_function is the most complicated to keep track of. Since it does 60 times per second, you have to make sure everything doesnt run more than once by having variables that become true when the condition is false. And you have to make sure what your doing is supposed to be checked, because if it is not and the values get changed, then you have to find a new way to implament it. If you guys saw the attachment I have showed a little of the sideview1 and I will get more into that tomorrow. Bye guys!"}, {"post_id": 31767, "ts": "2026-07-20T12:37:58Z", "hours": 3.7061, "text": "Captain’s Room + Ship Hello everyone I have done 7 hours yesterday and devloged 3 of them with the crabfight and the others hours now. I have been very productive and had a lot of progres on my game pirate cats. I have finished major parts of scenes. Captains Room First I would like to talk about the Captains Room, this is the first part of the video and you see a lot of things start to move when I put my mouse over them, that is the hover. You can do it with a button 2d with mouse entered and exited, in the start I had it as mouse entered meant animation played and mouse exited mean animation stopped on a button. and if you watched the video, you saw that my camera moved when the mouse was on the side of the view. To do this I used a camera, and put two button 2d’s on the edge, and I had mouse exited for the left side was left camera move = true and I set it false when it was exited, I did the same with the right side button and had a variable called right camera move = false . You might wonder how just having variables would move the camera, it doesn’t. In the process code (which runs 60 frames per second) there is this var delta, which means run at 60 frames per second. So for the camera to move left I did $Camera2D.global_position : Vector2 = -1 * Speed * Delta I could set speed to whatever I wanted such as 300 and then when it was for the right side I just switched -1 to 1. This was all working I had no bugs, but in the scene tree the camera is at the bottom. So the buttons are children of the camera, and there are other buttons above it such as the ones I use to hover. So when I was moving the camera my cursor landed on one of the other items that hover, and the camera stopped moving. It was very annoying and I didn’t know how to fix it. It turns out you can use area 2D’s they have a mouse entered, mouse exited, and a click function. The only difference is you can not see the area 2d’s like if you are putting an icon or text or style on the button like a panel you wont see it. But luckily for me I but the button over the assets. So this was a big problem I solved. Back of The Ship I have started working, just the back part. That is the second part of the video, when it goes to that new scene after pressing the arrow. I have the fisher and the cook there. So as you see the arrows are what guides the players, and there is a camera and some items to hover at the back of the ship and I am using area 2d’s. Game Information If you want to see my crab mini game in Pirate Cats, or previous history you can see it on Vishy Labs on Instagram https://www.youtube.com/shorts/dKRGESaI7ss I will continue working on the map part, where the user has to put the map together after getting all the pieces. See you guys later!"}, {"post_id": 31240, "ts": "2026-07-19T14:25:01Z", "hours": 7.3289, "text": "Crab Fight 🦀 Hello everyone it’s getting close to the day when I get to submit, Pirate Cats, and as usual if you want to view my game’s previous progress you can see it on youtube https://youtu.be/XgYkeBUyqbE?si=mVQkA0oVtBkzSB1x Well now I have currently finished the crab fight. I usually only devlog after the day is done, but for pirate cats I devlog when I finish one minigame, so now today I have finished the crab fight minigame, so I will be explaining all about it. I dont have the dialouge and the text or the home pages or settings done yet, but I will be submiting on the 30th. I think i might need to go back and fix the assets for some other items, as like the fishing game the place holders are still there and the cannon doesn’t really look like a cannon, but let’s get started and talk about my progress. Crabs So now it is time for me to talk on what I have been doing for the past 2 days, well I have been working on the actual minigame as always, if you watched the video and have any suggestions please comment it, I will take it into account! So for the crabs, there are 3 crabs, they dont really do anything just different colored hats for variety but what happens is that there are 3 groups, left right and middle, I do a randi function randi_range(1,2) if it is 1 the crabs in the first group are not part of the first round if it is 2 they are part of the first round. Then I do an function for each group and do an if statment to see which crab color should be visible then in that I do the calculations. Alright you might be wondering, what are the calculations? Well the calculations are how much the crab has to move each time. So I have to take account the height of the waves, how much room I have between waves, and how many times the crabs will pop up. So in the code I make the crab go up, then go down. I use the tween function to move the crab, since using an animation player and you can only run 1 animation at a time, it would be a pain to keep track of all the animation players, so I use tween as I have said before tween moves the item smootly so it is not teleporting. Then I do either of two things, one if the crab gets all the way to the bottom then the players screen flashes red, then it repeats the process. Cannon So in godot, you can add inputs, I added left, right, and space. So then in the code I did in the process, using direction and inputted left and right. The first one inputed is -1 second is 1 and if both or none is being pressed then direction is 0. This is built into godot so I got lucky, because it saved some time in the coding process. Then I have a speed, which I set to 200-300. Then in process I did ~$Cannon.global_position = direction * speed * delta` this makes it so that it moves every esecond something is being held down. Now that I have explained how the cannon is working I will explain how the cannon ball works. Cannon Ball So everyone, the cannon ball is a new scene, I can just call it every time and this makes it so I dont have to make alot of them, because I don’t know how many the user will use, so it would be hard to make so many. So in the new scene I have a panel on the cannon ball, as my other mini games. The panel on the crabs and the panel on the cannon ball interact, this happens when they are in direct contact, I check if that crab is visible, and then if that crab should be caught, it can only be caught if it is above the wave (if it is not above the wave then it is hiding but can still be triggered, not visible) then I make that group not visible, and do it for all the other crabs that got hit. I use tween to make the cannon move up by 300. The work I have done in the past few days were alot more complicated, but I will keep doing more, my goal is to reach 50 hours by the end of this month and submit. Thank you guys, if you want to see progress its Vishy Labs on both youtube and instagram. See you guys!"}, {"post_id": 30207, "ts": "2026-07-17T16:32:01Z", "hours": 2.5833, "text": "Parrot Feeding Time 🦜 Hello everyone it has been some time since I have posted a devlog, like 4 days but here I am with some exciting news to share. I have finished the parrot feeding scene and made the check feature for the cooking scene. If you want to see what I did it is on https://youtube.com/shorts/XgYkeBUyqbE?si=7PP_u8wK7GwFHCAd Parrot Scene For the parrot scene the user is supposed to feed the parrot cookies, because i dont really know anything more interesting if you guys do please tell me. So to feed the parrot cookies I have to make the cookies dragable so they can give it to the parrot, and doing this will play a cool extra animation of the parrot chewing. Since I already did the cooking scene making the dragging part was already really easy, since I just add a button and a panel. I told you guys last time what the button does it has the button up and down function so it can detect when the button is being held down and released and when the mouse is moving so I can drag the item. So then I have a panel on both the item and the parrot, and I check that when button is let go and they are making contact, then if they are it is not visible and the parrot chewing animation plays, and I did this for pretty much all of them. Cooking Scene So we did some more things for the cooking scene, so I was working on a check feature, then I was moving all my data to a new computer, and I accidently commited on both computers for same scene to github, and they both overrid eachother and all my progress was lost, then after spending some time researching I realized I can pull back commits by reverting and I got my progress on the checking part back. Then after this I checked if the items on the plate, and assigned each one to a variable, if it is visible or not then this variable is true or false, and i did that both for the order and the plate. The actual checking feature is it checks if both of the variables for the same item are the same then if they are the light for that item becomes visible, I show it in the video attached so if you want to see please watch. Future Steps So there are a few things I need to make and I need help from you guys, so what should the powder monkey do, and what should the captain do, it was thought that the map puzzle piece will just be in the captains poket, and users will have to set up the cannon for the pirate monkey, if you guys have anything else more interesting please share! Bye guys!"}, {"post_id": 28060, "ts": "2026-07-14T02:41:44Z", "hours": 5.6961, "text": "Cat Cooking Hello everyone, it might be a day or two since I have devloged, since I finished the fishing game mechanics, I wanted to take a short break and now I am back and starting the cooking minigame for the cook cat whose name is BISCUITS Thats right everybody, lets give it up for our cook cat buiscuits, and for the fisher cat, I forgot to put names back then, so his name is now Minnow If you guys have any suggestions for names I will take it in for my game! So without further to do, lets get into Pirate Cats, Cooking! (And if you wanted to see yesterdays progress you can view it on https://www.youtube.com/shorts/XgLbwD1cwBg ) Logic If you saw the video (I put the link above) I made it yesterday, which is when I made the logic. So for each item, like the cakes shown in yesterday’s video, or the plates, sand castles, and toppings shown in today’s video. They all have a base node of a Sprite. But you might be thinking \"How can a sprite 2D be draggable?\" Well to make this possible, we added a button and code, so the button takes up the whole sprite space (where ever you want the user to be able to click and let it drag the item). So you add a script to your base layer, keep in mind you can do this to anything by just adding a button and script to it. In my script I had an offset, the global position and the global mouse position. I made the offset 0,0, which is where the item or sprite in my case starts off (Im just going to start referring the item using sprite from now on). Then on the button, you don’t do a button pressed signal, you do a button down and button up signal (this is to imitate the button being held down and dragged). Then you create another variable which is dragging and if you want you can have can_drag. When button is down dragging = true and when it is up dragging = false. Then in the process you subtract the offset from the global position of the mouse and the global position. And for the items to make them visible on the plate I had a plate that had all the items already there, and a panel. Because an area 2d does not react with a panel, every draggable item had to have a panel, and in their process it had when their panel interacted with the other panel, it will check if they already have it, can they have it, and it will do it, this will make the items on the plate appear and the off plate draggable’s disapear. Appearence As I have already told you guys, we are using figma. It makes the art look way better than my pixel art for other games. I guess it is just your opinion/the person. Anyways I think it all looks way better. But one thing that really weighed me down is that im not getting much support on youtube and instagram for Vishy Labs for progress on my game, and I was even accused of having my game as a copy. So I am persevering and making this game better than any game out there. If you want to support me I am Vishy Labs on youtube and instagram. Stay tunned for more progress!"}, {"post_id": 26273, "ts": "2026-07-10T23:34:22Z", "hours": 6.0039, "text": "MAJOR FISHING UPDATES, READ NOW Hello everyone, today is the best day for me! So many things happened and I can’t wait to share it. So please watch the video added below because it is basically all I did today. If you would like to know what I did yesterday, im on Vishy Labs on Youtube and Instagram , with that said lets get into todays progress. Fishing Logic I basically am done with the fishing game, but there were major things in the logic that had to be changed, and I would like to talk about it. So first I have different rarity fish. At the beginning I just made it so it pulls a random fish, but that doesn’t really aid the term rarity, and in the last devlog I was talking about how a fish was chosen, by the randi function. So to actually turn it into a rarity I just made the randi range longer, from 1-3 to 1-7, so the first fish takes number 1 2 and 3, the second takes 4 and 5, the third takes 6, the golden takes 7. Alot of places in my code, I forgot to change it because in the original code I had made it so there were only 1-3 so then in the new code when a number past 3 came, it didn’t know what to do and it ended there. I would also like to learn about this new thing I learned, clamping. $Outside/Slider.position.x = clamp( $Outside/Slider.position.x, 0, $Outside.size.x - $Outside/Slider.size.x this is clamping. There are 3 inputs, value, minimum, and maximum. You might be wondering how did I use it in my game. Well for the slider, I need to make sure that the slider does not go past the barrier/border/past the edge of the outside panel. Because if it does, it decreases the value of the game (by the value I mean it doesn’t look good for the user). So I just made the value the position of the slider, and the minimum is 0 and the maximum is the big bar, subtract the slider size (all x values). This all makes it so the slider can not escape the barrier, because I am changing the position with tween, so it moves, and since the position is manually changed it doesn’t mean that it can have contact with the collision body. I would also like to take about tween. Tween is built in godot, and there are many ways to use it, I just used it so that when I change the position of the slider it is smooth and I do not have to use an animation player ( animation player would not work because then in is all predictable). So for the tween I put what I want to smooth, and what duration, and then in the code I set the distance. All theses little features is what makes my game look better and more playable. And that is it for the logic. Fishing Visuals If you saw the video, I think you will be very pleased with the visuals. All of this is being made in figma, as it is much easier to make than libre sprite. So the waves are just the waves from the first scene, but just stacked. Then the brown stuff is not a dock, it is the ship (like you are on the edge fishing). Then everything else is pretty much self explanatory. So to make it replaced from last time, the only thing I did was add a background, change the bobber, and scale the fishing line to be attached. And because of this, in my code I am resizing the button, so the user can not press on the dock when fishing but when clicking for the actual game part, they can. That is it for today, by tomorrow I am pretty sure the whole fishing mini game will be done, with the fish popping up with a banner, and I will most likely be starting the next game."}, {"post_id": 25612, "ts": "2026-07-10T00:03:03Z", "hours": 6.6575, "text": "Pirate Cats - Fishing Hello everyone, today was a big day, as you can see I spent over 6 hours again. I have alot to say, alot to announce, and a new limit for me while I also unbox new scenes. If you want to check out my progress you can see it on Vishy Labs , on Instagram or Youtube, https://www.youtube.com/channel/UCv318x8ryMI-l4kxYvwhLog Bugs Well since I just started there were not many bugs, but there was one very annoying one that bothered me so much. Everything in Godot was blurry. At first I thought it was because the assets were getting made small and imported, but that was not the case. Even after scaling the assets up by a lot and re-importing it and scaling it down, you can tell it was still very blurry. I thought all the settings were correct because I put the texture/render to linear, because it is not a pixel game, so linear is the right texture for our game. But it turns out it was the view port… I set it to view_port instead of canvas_items . View port is meant to match you screen size, while canvas items matches your godot size (how you import it, basically how you make the game, just keeping the same size), now that this bug is fixed (or should I say mystery solved) let me get into what progress I made today. Fishing Mini-Game So now it is time to get into our fishing mini game. If you saw the video you either might think, “wow that is hard to build” or “that looks so bad, what even is that”. Well if you were impressed, im just building a blue print, but if you thought it was bad, don’t worry, im just planning it out. You might wonder what it is or how it works. So this is a fishing mini game, the goal of this is to find the fish with the map, and use the map piece to get the final map which leads to the treassure (I covered this last devlog) if you want to know more on how my game will work, read my last devlog. Anyways, so in this game, the user is going to cast the rod (fishing line) and then have to wait for the fish to get hooked, and when it does, they have to beat the mini game. The minigame is hard to understand but if you watch the video it will make sense. So the mini game is that there is a slider, and it is moving, left (constantly) and you goal is to not let it stay out of the safe zone for too long, or let it touch the border once, if it does you lose that fish you will have to fish more, and that fish wont add to your stats (how many fish you fish). So basically what I did I made the whole screen a button, when the user clicks the screen they cast the rod, if they click again and there is no fish caught they reel the rod in (bring it back). If they catch a fish, there is a function, it is either the fish starts to jerk, or moves slowly. If the fish jerks it will make the bar move left 40 (different based on level of the fish) if it is slow moving or idling, then the bar moves 15 (might be different for the fish types). To make this look smooth, since I am not using an animation player, I am using the godot function tween, this allows it to move smoothly and not be rapid, making my game more like a game instead of a twitch. I am mainly using randi functions (randi functions are basically random functions, if you input items into them they will choose a random item from that list). So I am randomly choosing, the time the user waits, and if their fish will be jerking or idling at the moment. Now that I have explained this I want to talk about my save manager."}, {"post_id": 23834, "ts": "2026-07-07T00:32:57Z", "hours": 5.9386, "text": "Introducing Pirate Cats Hello everyone, I am officially introducing pirate cats. Pirate cats is a 2d game, including pirates and cats with the theme of summer. Users will be helping cats find their long lost tressure (Cats love this). I am of course making this game in godot, along side with pirate cats I am also working on a hack pad and I am having a lot of trouble, so this month we are staying motivated! This game is still being planned but currently I have thought out alot of it and came up with a detailed plan which is still a work in progress. Ideas There were a lot of ideas in circulation and I still might include them but here were the ideas Cat Dress up Previously for another hackclub event called flavortown I made a game called demegorgon dressup, it was ment for the new stranger things season and it went pretty well. I was planning on making it like you give cats different accessories and fufill customer orders and that was going to be a part of the game. Keep in mind, I was planning on making a large long game. Idea number two Icecream serving I was planning on making an ice cream serving game, because ice cream relates to summer and you would have a time limit and put certain toppings on a cone. That was also going to be another part of the game not a full game. Finally my last idea Treasure Finding What if there were cats which were actually pirates trying to find treasure. Pirate Cats Finding Treasure Now that we came to the present idea that is in making, I will explain how this game will function, and currently its core features. In this game, you are not a cat you are the human. The human’s goal is to find missing pieces of the treasure map, help them defeat raids and invasions, gain loyalty and trust (may be a sidequest) and read the ancient language (english) which only humans can understand. There are different types of cats, and you must help them solve their problem so they willingly offer you the piece of the map that they somehow have. Currently the cats are Captain, Fisher, Cook, Scrubber, and Powder Monkey. Game Introduction The game starts you off looking at a moving ship with a pirate cat logo. Then you meet the scrubber cat, and the powder monkey rats you off. This leads you to the captain, which explains their map problem and you agree to help. You must defeat the crabs, this will be done by blasting cannon balls at them, possibly destroying the ship. Then you have to help the scrubber cat scrub the deck, and that helps you get a piece of the map. For the powder monkey, it is still being decided how you get the piece of a map, either you will untangle the ropes of the cannon, or set fuse to the correct barrel, and the paper will be lodged inside. For the cook, you must creat sandcastles cakes and cookies. There will be a map piece hiding behind a dish. For the fisher, you will be on the plank fishing, when a fish pops up you have to click them, one of the fish will have a map inside them. Also if you get the golden fish, you gains cats loyalty. The captains part is still being thought of, and if you have any ideas, it would be good. The captains parrot also has a piece, it needs you to answer a question correctly, and feed it, to get the piece back. After putting the pieces on the table, the human which is you will have to make sense of the ancient text and unscrammble the map. This leads them to find the ancient treasure making the cats happy again. Game Progress I have done alot of work, I dont have much space left to talk about it, but currently I have had the parallax 2d backgrounds made, so it makes the background look more live when the ship is moving past. Also I was spending alot of time today on working with the animation player so that when the menu is open, it will be clear so you can see behind it and the ship will be moving. I have much more to say but I have reached the MAX CHARACTER LENGTH, so I will explain in next devlog, bye!"}]...
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Title: Pirate Cats by @Vishy | Stardance
Devlogs: Title: Pirate Cats by @Vishy | Stardance
Devlogs:
Introducing Pirate Cats Hello everyone, I am officially introducing pirate cats. Pirate cats is a 2d game, including pirates and cats with the theme of summer. Users will be helping cats find their long lost tressure (Cats love this). I am of course making this game in godot, along side with pirate cats I am also working on a hack pad and I am having a lot of trouble, so this month we are staying motivated! This game is still being planned but currently I have thought out alot of it and came up with a detailed plan which is still a work in progress. Ideas There were a lot of ideas in circulation and I still might include them but here were the ideas Cat Dress up Previously for another hackclub event called flavortown I made a game called demegorgon dressup, it was ment for the new stranger things season and it went pretty well. I was planning on making it like you give cats different accessories and fufill customer orders and that was going to be a part of the game. Keep in mind, I was planning on making a large long game. Idea number two Icecream serving I was planning on making an ice cream serving game, because ice cream relates to summer and you would have a time limit and put certain toppings on a cone. That was also going to be another part of the game not a full game. Finally my last idea Treasure Finding What if there were cats which were actually pirates trying to find treasure. Pirate Cats Finding Treasure Now that we came to the present idea that is in making, I will explain how this game will function, and currently its core features. In this game, you are not a cat you are the human. The human’s goal is to find missing pieces of the treasure map, help them defeat raids and invasions, gain loyalty and trust (may be a sidequest) and read the ancient language (english) which only humans can understand. There are different types of cats, and you must help them solve their problem so they willingly offer you the piece of the map that they somehow have. Currently the cats are Captain, Fisher, Cook, Scrubber, and Powder Monkey. Game Introduction The game starts you off looking at a moving ship with a pirate cat logo. Then you meet the scrubber cat, and the powder monkey rats you off. This leads you to the captain, which explains their map problem and you agree to help. You must defeat the crabs, this will be done by blasting cannon balls at them, possibly destroying the ship. Then you have to help the scrubber cat scrub the deck, and that helps you get a piece of the map. For the powder monkey, it is still being decided how you get the piece of a map, either you will untangle the ropes of the cannon, or set fuse to the correct barrel, and the paper will be lodged inside. For the cook, you must creat sandcastles cakes and cookies. There will be a map piece hiding behind a dish. For the fisher, you will be on the plank fishing, when a fish pops up you have to click them, one of the fish will have a map inside them. Also if you get the golden fish, you gains cats loyalty. The captains part is still being thought of, and if you have any ideas, it would be good. The captains parrot also has a piece, it needs you to answer a question correctly, and feed it, to get the piece back. After putting the pieces on the table, the human which is you will have to make sense of the ancient text and unscrammble the map. This leads them to find the ancient treasure making the cats happy again. Game Progress I have done alot of work, I dont have much space left to talk about it, but currently I have had the parallax 2d backgrounds made, so it makes the background look more live when the ship is moving past. Also I was spending alot of time today on working with the animation player so that when the menu is open, it will be clear so you can see behind it and the ship will be moving. I have much more to say but I have reached the MAX CHARACTER LENGTH, so I will explain in next devlog, bye!
Pirate Cats - Fishing Hello everyone, today was a big day, as you can see I spent over 6 hours again. I have alot to say, alot to announce, and a new limit for me while I also unbox new scenes. If you want to check out my progress you can see it on Vishy Labs , on Instagram or Youtube, https://www.youtube.com/channel/UCv318x8ryMI-l4kxYvwhLog Bugs Well since I just started there were not many bugs, but there was one very annoying one that bothered me so much. Everything in Godot was blurry. At first I thought it was because the assets were getting made small and imported, but that was not the case. Even after scaling the assets up by a lot and re-importing it and scaling it down, you can tell it was still very blurry. I thought all the settings were correct because I put the texture/render to linear, because it is not a pixel game, so linear is the right texture for our game. But it turns out it was the view port… I set it to view_port instead of canvas_items . View port is meant to match you screen size, while canvas items matches your godot size (how you import it, basically how you make the game, just keeping the same size), now that this bug is fixed (or should I say mystery solved) let me get into what progress I made today. Fishing Mini-Game So now it is time to get into our fishing mini game. If you saw the video you either might think, “wow that is hard to build” or “that looks so bad, what even is that”. Well if you were impressed, im just building a blue print, but if you thought it was bad, don’t worry, im just planning it out. You might wonder what it is or how it works. So this is a fishing mini game, the goal of this is to find the fish with the map, and use the map piece to get the final map which leads to the treassure (I covered this last devlog) if you want to know more on how my game will work, read my last devlog. Anyways, so in this game, the user is going to cast the rod (fishing line) and then have to wait for the fish to get hooked, and when it does, they have to beat the mini game. The minigame is hard to understand but if you watch the video it will make sense. So the mini game is that there is a slider, and it is moving, left (constantly) and you goal is to not let it stay out of the safe zone for too long, or let it touch the border once, if it does you lose that fish you will have to fish more, and that fish wont add to your stats (how many fish you fish). So basically what I did I made the whole screen a button, when the user clicks the screen they cast the rod, if they click again and there is no fish caught they reel the rod in (bring it back). If they catch a fish, there is a function, it is either the fish starts to jerk, or moves slowly. If the fish jerks it will make the bar move left 40 (different based on level of the fish) if it is slow moving or idling, then the bar moves 15 (might be different for the fish types). To make this look smooth, since I am not using an animation player, I am using the godot function tween, this allows it to move smoothly and not be rapid, making my game more like a game instead of a twitch. I am mainly using randi functions (randi functions are basically random functions, if you input items into them they will choose a random item from that list). So I am randomly choosing, the time the user waits, and if their fish will be jerking or idling at the moment. Now that I have explained this I want to talk about my save manager.
MAJOR FISHING UPDATES, READ NOW Hello everyone, today is the best day for me! So many things happened and I can’t wait to share it. So please watch the video added below because it is basically all I did today. If you would like to know what I did yesterday, im on Vishy Labs on Youtube and Instagram , with that said lets get into todays progress. Fishing Logic I basically am done with the fishing game, but there were major things in the logic that had to be changed, and I would like to talk about it. So first I have different rarity fish. At the beginning I just made it so it pulls a random fish, but that doesn’t really aid the term rarity, and in the last devlog I was talking about how a fish was chosen, by the randi function. So to actually turn it into a rarity I just made the randi range longer, from 1-3 to 1-7, so the first fish takes number 1 2 and 3, the second takes 4 and 5, the third takes 6, the golden takes 7. Alot of places in my code, I forgot to change it because in the original code I had made it so there were only 1-3 so then in the new code when a number past 3 came, it didn’t know what to do and it ended there. I would also like to learn about this new thing I learned, clamping. $Outside/Slider.position.x = clamp( $Outside/Slider.position.x, 0, $Outside.size.x - $Outside/Slider.size.x this is clamping. There are 3 inputs, value, minimum, and maximum. You might be wondering how did I use it in my game. Well for the slider, I need to make sure that the slider does not go past the barrier/border/past the edge of the outside panel. Because if it does, it decreases the value of the game (by the value I mean it doesn’t look good for the user). So I just made the value the position of the slider, and the minimum is 0 and the maximum is the big bar, subtract the slider size (all x values). This all makes it so the slider can not escape the barrier, because I am changing the position with tween, so it moves, and since the position is manually changed it doesn’t mean that it can have contact with the collision body. I would also like to take about tween. Tween is built in godot, and there are many ways to use it, I just used it so that when I change the position of the slider it is smooth and I do not have to use an animation player ( animation player would not work because then in is all predictable). So for the tween I put what I want to smooth, and what duration, and then in the code I set the distance. All theses little features is what makes my game look better and more playable. And that is it for the logic. Fishing Visuals If you saw the video, I think you will be very pleased with the visuals. All of this is being made in figma, as it is much easier to make than libre sprite. So the waves are just the waves from the first scene, but just stacked. Then the brown stuff is not a dock, it is the ship (like you are on the edge fishing). Then everything else is pretty much self explanatory. So to make it replaced from last time, the only thing I did was add a background, change the bobber, and scale the fishing line to be attached. And because of this, in my code I am resizing the button, so the user can not press on the dock when fishing but when clicking for the actual game part, they can. That is it for today, by tomorrow I am pretty sure the whole fishing mini game will be done, with the fish popping up with a banner, and I will most likely be starting the next game.
Cat Cooking Hello everyone, it might be a day or two since I have devloged, since I finished the fishing game mechanics, I wanted to take a short break and now I am back and starting the cooking minigame for the cook cat whose name is BISCUITS Thats right everybody, lets give it up for our cook cat buiscuits, and for the fisher cat, I forgot to put names back then, so his name is now Minnow If you guys have any suggestions for names I will take it in for my game! So without further to do, lets get into Pirate Cats, Cooking! (And if you wanted to see yesterdays progress you can view it on https://www.youtube.com/shorts/XgLbwD1cwBg ) Logic If you saw the video (I put the link above) I made it yesterday, which is when I made the logic. So for each item, like the cakes shown in yesterday’s video, or the plates, sand castles, and toppings shown in today’s video. They all have a base node of a Sprite. But you might be thinking "How can a sprite 2D be draggable?" Well to make this possible, we added a button and code, so the button takes up the whole sprite space (where ever you want the user to be able to click and let it drag the item). So you add a script to your base layer, keep in mind you can do this to anything by just adding a button and script to it. In my script I had an offset, the global position and the global mouse position. I made the offset 0,0, which is where the item or sprite in my case starts off (Im just going to start referring the item using sprite from now on). Then on the button, you don’t do a button pressed signal, you do a button down and button up signal (this is to imitate the button being held down and dragged). Then you create another variable which is dragging and if you want you can have can_drag. When button is down dragging = true and when it is up dragging = false. Then in the process you subtract the offset from the global position of the mouse and the global position. And for the items to make them visible on the plate I had a plate that had all the items already there, and a panel. Because an area 2d does not react with a panel, every draggable item had to have a panel, and in their process it had when their panel interacted with the other panel, it will check if they already have it, can they have it, and it will do it, this will make the items on the plate appear and the off plate draggable’s disapear. Appearence As I have already told you guys, we are using figma. It makes the art look way better than my pixel art for other games. I guess it is just your opinion/the person. Anyways I think it all looks way better. But one thing that really weighed me down is that im not getting much support on youtube and instagram for Vishy Labs for progress on my game, and I was even accused of having my game as a copy. So I am persevering and making this game better than any game out there. If you want to support me I am Vishy Labs on youtube and instagram. Stay tunned for more progress!
Parrot Feeding Time 🦜 Hello everyone it has been some time since I have posted a devlog, like 4 days but here I am with some exciting news to share. I have finished the parrot feeding scene and made the check feature for the cooking scene. If you want to see what I did it is on https://youtube.com/shorts/XgYkeBUyqbE?si=7PP_u8wK7GwFHCAd Parrot Scene For the parrot scene the user is supposed to feed the parrot cookies, because i dont really know anything more interesting if you guys do please tell me. So to feed the parrot cookies I have to make the cookies dragable so they can give it to the parrot, and doing this will play a cool extra animation of the parrot chewing. Since I already did the cooking scene making the dragging part was already really easy, since I just add a button and a panel. I told you guys last time what the button does it has the button up and down function so it can detect when the button is being held down and released and when the mouse is moving so I can drag the item. So then I have a panel on both the item and the parrot, and I check that when button is let go and they are making contact, then if they are it is not visible and the parrot chewing animation plays, and I did this for pretty much all of them. Cooking Scene So we did some more things for the cooking scene, so I was working on a check feature, then I was moving all my data to a new computer, and I accidently commited on both computers for same scene to github, and they both overrid eachother and all my progress was lost, then after spending some time researching I realized I can pull back commits by reverting and I got my progress on the checking part back. Then after this I checked if the items on the plate, and assigned each one to a variable, if it is visible or not then this variable is true or false, and i did that both for the order and the plate. The actual checking feature is it checks if both of the variables for the same item are the same then if they are the light for that item becomes visible, I show it in the video attached so if you want to see please watch. Future Steps So there are a few things I need to make and I need help from you guys, so what should the powder monkey do, and what should the captain do, it was thought that the map puzzle piece will just be in the captains poket, and users will have to set up the cannon for the pirate monkey, if you guys have anything else more interesting please share! Bye guys!
Crab Fight 🦀 Hello everyone it’s getting close to the day when I get to submit, Pirate Cats, and as usual if you want to view my game’s previous progress you can see it on youtube https://youtu.be/XgYkeBUyqbE?si=mVQkA0oVtBkzSB1x Well now I have currently finished the crab fight. I usually only devlog after the day is done, but for pirate cats I devlog when I finish one minigame, so now today I have finished the crab fight minigame, so I will be explaining all about it. I dont have the dialouge and the text or the home pages or settings done yet, but I will be submiting on the 30th. I think i might need to go back and fix the assets for some other items, as like the fishing game the place holders are still there and the cannon doesn’t really look like a cannon, but let’s get started and talk about my progress. Crabs So now it is time for me to talk on what I have been doing for the past 2 days, well I have been working on the actual minigame as always, if you watched the video and have any suggestions please comment it, I will take it into account! So for the crabs, there are 3 crabs, they dont really do anything just different colored hats for variety but what happens is that there are 3 groups, left right and middle, I do a randi function randi_range(1,2) if it is 1 the crabs in the first group are not part of the first round if it is 2 they are part of the first round. Then I do an function for each group and do an if statment to see which crab color should be visible then in that I do the calculations. Alright you might be wondering, what are the calculations? Well the calculations are how much the crab has to move each time. So I have to take account the height of the waves, how much room I have between waves, and how many times the crabs will pop up. So in the code I make the crab go up, then go down. I use the tween function to move the crab, since using an animation player and you can only run 1 animation at a time, it would be a pain to keep track of all the animation players, so I use tween as I have said before tween moves the item smootly so it is not teleporting. Then I do either of two things, one if the crab gets all the way to the bottom then the players screen flashes red, then it repeats the process. Cannon So in godot, you can add inputs, I added left, right, and space. So then in the code I did in the process, using direction and inputted left and right. The first one inputed is -1 second is 1 and if both or none is being pressed then direction is 0. This is built into godot so I got lucky, because it saved some time in the coding process. Then I have a speed, which I set to 200-300. Then in process I did ~$Cannon.global_position = direction * speed * delta` this makes it so that it moves every esecond something is being held down. Now that I have explained how the cannon is working I will explain how the cannon ball works. Cannon Ball So everyone, the cannon ball is a new scene, I can just call it every time and this makes it so I dont have to make alot of them, because I don’t know how many the user will use, so it would be hard to make so many. So in the new scene I have a panel on the cannon ball, as my other mini games. The panel on the crabs and the panel on the cannon ball interact, this happens when they are in direct contact, I check if that crab is visible, and then if that crab should be caught, it can only be caught if it is above the wave (if it is not above the wave then it is hiding but can still be triggered, not visible) then I make that group not visible, and do it for all the other crabs that got hit. I use tween to make the cannon move up by 300. The work I have done in the past few days were alot more complicated, but I will keep doing more, my goal is to reach 50 hours by the end of this month and submit. Thank you guys, if you want to see progress its Vishy Labs on both youtube and instagram. See you guys!
Captain’s Room + Ship Hello everyone I have done 7 hours yesterday and devloged 3 of them with the crabfight and the others hours now. I have been very productive and had a lot of progres on my game pirate cats. I have finished major parts of scenes. Captains Room First I would like to talk about the Captains Room, this is the first part of the video and you see a lot of things start to move when I put my mouse over them, that is the hover. You can do it with a button 2d with mouse entered and exited, in the start I had it as mouse entered meant animation played and mouse exited mean animation stopped on a button. and if you watched the video, you saw that my camera moved when the mouse was on the side of the view. To do this I used a camera, and put two button 2d’s on the edge, and I had mouse exited for the left side was left camera move = true and I set it false when it was exited, I did the same with the right side button and had a variable called right camera move = false . You might wonder how just having variables would move the camera, it doesn’t. In the process code (which runs 60 frames per second) there is this var delta, which means run at 60 frames per second. So for the camera to move left I did $Camera2D.global_position : Vector2 = -1 * Speed * Delta I could set speed to whatever I wanted such as 300 and then when it was for the right side I just switched -1 to 1. This was all working I had no bugs, but in the scene tree the camera is at the bottom. So the buttons are children of the camera, and there are other buttons above it such as the ones I use to hover. So when I was moving the camera my cursor landed on one of the other items that hover, and the camera stopped moving. It was very annoying and I didn’t know how to fix it. It turns out you can use area 2D’s they have a mouse entered, mouse exited, and a click function. The only difference is you can not see the area 2d’s like if you are putting an icon or text or style on the button like a panel you wont see it. But luckily for me I but the button over the assets. So this was a big problem I solved. Back of The Ship I have started working, just the back part. That is the second part of the video, when it goes to that new scene after pressing the arrow. I have the fisher and the cook there. So as you see the arrows are what guides the players, and there is a camera and some items to hover at the back of the ship and I am using area 2d’s. Game Information If you want to see my crab mini game in Pirate Cats, or previous history you can see it on Vishy Labs on Instagram https://www.youtube.com/shorts/dKRGESaI7ss I will continue working on the map part, where the user has to put the map together after getting all the pieces. See you guys later!
You can Finally Fix the map Hello guys, we have spent another 5 hours on this game. I have got to say, I am starting to love this game. Day by day, the more I do the more I get drawn in. I have got to say at the beginning I didn’t really feel like doing this game. But now after I see everything I am amazed. As usual if you want to see yesterdays progress on the captains room you can see it on Vishy Labs or https://www.youtube.com/shorts/0w2feNxZQ5A The Map For the past few day’s I have been working on the map scene, if you see it, it may not look complicated but I have spent longer than the fishing minigame to create this, let me explain why. So there are 6 maps, and 6 panels. One panel for each map. If you place a map in the panel, either that is the right panel to place it in or the wrong one. There is over 40 variables for this scene, since there are 6 buttons, we have 6 of placed 1-6 and 6 of map 1-6, (now these are for dragging the maps) 6 offsets 1-6 6 dragging 1-6, 6 inzone 1-6 and for the panels 6 pan 1-6. So this makes it hard to keep track of all of them. And let me talk about the logic, so when you press a button like hold it down you have to change the position with the offset and the mouses position, but now we have to check if the piece of the map is intersecting with the panel, and if it is, which panel is it intersecting, then if there is already a panel there. And it gets ever more complicated, if there is a map intersecting or above 2 panels, then you have to subtract the values from all the panels and see which one is the closest from the center of the map, because in godot for some reason it likes putting its point in the top left. And I have made over 8 different functions not including the button up and down or godot made functions just for this. This has got to be one of the most complicated minigames yet but im glad I did it. We have function snap map which gets the center of the panel and places the center of the map there, and this only works if that panel doesn’t have a map and the map was placed there. We also have func_panel_taken you input the panel which in my case is closest because that is what I have put for the closest panel in the code, and you also input which map your moving, so it ignores that when it does the check for intersection. But the process_function is the most complicated to keep track of. Since it does 60 times per second, you have to make sure everything doesnt run more than once by having variables that become true when the condition is false. And you have to make sure what your doing is supposed to be checked, because if it is not and the values get changed, then you have to find a new way to implament it. If you guys saw the attachment I have showed a little of the sideview1 and I will get more into that tomorrow. Bye guys!
Powder Monkey (Major Bug Not Fixed) Hello guys, this devlog is going to be max characters and if its not I have so much to complain about… I have worked so long today and dont so much, and I think that everything I have done was very great. So without much to do lets get into todays progress. Before Powder Monkey Mini game So I am going to talk about what I did before I started the powder monkey minigame. So today, before I ate lunch I was working on other stuff, like not minigames but the travel, so now users can travel around the boat, to the parrot area (in the front), powder monkeys area (going to be discussed in todays devlog and its on the side) the back of the ship which has both the cooking cat, and also the fishing cat. And then there is one more side of the boat, which is the other side, side view 2 which has the scrubber cat (I am going to save the scrubber cat for tomorrow when I start working on him and his mini game). So now that I have explained what I spent the first 1 and a half hours on lets get into the Powder Monkey Minigame. The powder monkey minigame Okay guys now we are going to start talking about the powder monkey’s minigame. So if you see the video you might start to see where the video game is going. But if you don’t understand the video or have not seen the video (due to personal reasons) then let me explain. Ever see those fake mobile ads that don’t let you play the game but give you a preview? Well I am building that fake mobile ad, im not trying to say it’s fake, but this time you can actually now play the one level until you beat it. So the game is like you drag the different colored balls into the different beakers and try to get beakers with only one of the same colored balls. So I spent 5 hours creating the logic, then I realized i made the game wrong 😭 Then I had to get rid of this one part of a line in 45 lines, then I deleted it and then it didnt save and I had to redo it, and that took 30 minutes already, then redoing it made it an hour. So the line I said that I deleted checked if the when placing a ball (we will call the different objects you can move a ball) so when moving the balls i made it so you had to place it in either an empty beaker or ontop of a ball of the same type. I didnt know that it could be placed on different types. So then after deleting that line of code when running there are still some bugs here and there that dont allow one of the coconuts and one of the ballons to move. I have checked 2000 LINES OF CODE 15 TIMES, MAYBE MORE. And me not finding this bug is annoying because I still have to write the check feature. Anyways I will try to fix the bugs, but here is yesterdays video https://www.youtube.com/shorts/7UFbDQq-l0Q and by guys see you later!
The Minigames Are Coming To An End… Hello everyone, I have completed two more minigames for my game pirate cat, and only have one last game to create. I have been very productive, and learned how to code more efficiently, as I finished two minigames yesterday. Without further to do, lets get into the first minigame I finished. Scrubber Cat By the name you might get what the scrubber cat does, the scrubber cat is the cat/pirate that will be scrubbing and cleaning the decks/the ship. So for a minigame I have created one where you scrub the dirt to get rid. I still need to make the colors more vibrant but the logic is done, and I did have some few bugs but we will start about the game. So for the game, for each round there are a certain amount of stains. Each stain gets its own button and each button has mouse entered and mouse exited which goes to a variable. The variable is either false or true. So if mouse entered the variable is true otherwise it is false. Then in the beginning I call round 1, in round I check if the items are visible, then I check if the mouse entered is true and if the mouse is moving, because I have a variable called mose pos, and in the ready is set it to the mouse position, and then I compare it with the current mouse position when round 1 goes, then i set it to mose pos. Then if the mouse is moving, and the variable is true. The stain looses some of its visiblity, like its going away. I am going to find out how to make the cursor a scrubber, but for now its not. And the user will do this for 3 different round. Constellations So if you saw the video you might have saw the constellation game, I recommend you watch the video to understand what I say. So there are two different types of constellations, human constellations, and cat constellations. So the goal is the user to always pick the cat constellations. So there is 2 sides, one side is the cat and the other is the human, the sides will switch, and you have to pick the cat one, if you dont, that round restarts. I had so many bugs with this, and the main one wasthe timer. In godot I had no clue that you have to stop a timer after it timed out. This created a majority of the bugs. And since it was basically the same logic for most of it, I did copy and pasting and because of this I forgot to change some of the variables, so it did changes to things that did not need changes, and did not do changes to things that did changes. I am going to finish up this game soon and submit it. Bye guys!
The Cats Can Now Talk? Hello everyone, it has been 4 days, and I have done a lot of work on the game for the past few days, and am getting very close to submitting it. So I have finished the last mini game, which is finding the treasure to save the cats (or aid them depending on how you take giving cats treats ) and now I have implemented the dialogue part such as the cats and you talking, and the map being found in most of the scenes. So without further to do lets get straight in it and talk about the minigame. Digging up treasure So right now I have made the basic part of the treasure scene, it still needs to be decorated and I need to push the borders out a little but to start its good. It will not be in the video posted but it will be tomorrow. So how it works is I have this scene called sand, it is an area 2d and everything is not visible besides the smallest hole and smalest pile of sand, and you can press the area 2d 3 times and it will have the medium pile and hole and large pile and hole. And in it, I have it calling functions from the main scene. So in the main scene I call the scene for every time the press a button (the whole screen consists of 6 buttons, if they dig fully and that button is the treasure one, then you get it for the cats) it mainly consists of buttons and randi functions and caling functions from two different scenes. Cats are Talking IF you want to see the desert scene or the cats talking you can see it on https://www.youtube.com/shorts/6k6MWErv86k , anyways the logic for this is we call next dialogue, and this checks the index and then adds one too it and goes to the next. Then if it is cat speaking, it waits for the user to press space (skip) then it adds one to the index and plays the next if it is the users turn to talk (the user can talk using a button they press) then they press a button and the text becomes the dialogue and then it adds one to its index and then plays the next. Then when the index is the second to last I stop it from playing anymore dialogue. Then when the user completes the task like sorting then it makes the map visible and then it plays the last dialogue (when they press the map because it is a button) and it says something like, THANK YOU SO MUCH FOR FINDING IT, PLEASE PUT THAT PIECE OF MAP ON THE CAPTAINS DESK then that will add, and once you have all the pieces you can put the map together. That is all I have to say, and I will do alot more in the next few days, as I need to finish up dialogue and work on the save, and global variables. But for now, bye guys!
Bugs + Fixes Hello everyone, I am getting very close to finishing Pirate Cats and will probably only work on it for a few more days (like until the 31st then ship on the first). I have big changes coming in after this ship. So today I will talk about to big progress and what I will be working on! The Game Tester So I had a game tester come and try my game, like obviously not everything is connected, but I had him try the individual scenes, and lets just say I was not happy. Before you guys all start talking about how I hired a Professional Game Tester with Money for a project for stardance, relax. The game tester is my friend, he has tested all my projects and lets just say, I am so glad he does. Anyways he found some bugs and it took a while to fix it (considering I was on a time crunch and had to go out somewhere today and the due date (the end ofthe month) is coming soon ). So first of all he tested the back ship scene which is the video linked, so what is supposed to happen when u click the cat, it is supposed to talk about either if you have completed the minigame "Oh come eat supper again" or if you havent "Welcome, want to help me cook" and then go to cooking mingame, but all this is set in one array of dialogue, and I call the dialogue from either number one or two and then I only make it go to the next dialogue if it is not one of the ending numbers for talking other wise I just make it not visible. The bug was that I needed an if statement that checked if it was an ending dialogue, and if not it goes to the next. This is the one of the least complex of problems, the second is with the digging scene. So the problem was after it started the dialogue explaining how to play, it went on one dialogue extra, I realized I had included one more so I just deleted that including code, this was the least of complex, but the third bug is massive. So the bug was after the cooking scene, once the dialogue finished (which is the tutorial) the user couldn’t play them selves. I slowly realized the problem was that it worked before and when I included the dialogue, it broke, since the tutorial completely changed how I had built it. So I had to go one by one and fix every little thing, first after you completed the tutorial, it automatically sends you back, but then you cant even get another plate, so I had to fix that, then once you get the plate I realized there was no order, then I made it so before you go back the order comes, then I realized after you got the plate nothing happens, its supposed to go to the next scene, then it went to the next scene which was getting the sand castle, which worked fine then it went to the scene to get toppings like the shell and flag and star, and that worked fine, then I went to the check scene, I realized there was no way to get back to use up the other plates. Then I fixed that, and when I went back, I realized the plate count never changed, for some reason in the code I was setting it back to 0, so it never changed how many plates the user did. So after I fixed this, I played it again, then I realized the second time you do it, the first times items that they picked were not visible and disabled, so in the reset code (after one full round) I made sure everything became visible and not disabled, then because of this I finally fixed it! Work I need to fix the star scene next, so it plays what happens before they go and after they get it right. My goal is to do as much hours as possible because I am trying to get the framework 13 in this ship, and hopefully this project will do it. After I do this ship I will work on a hard mode for this game, so if users want a challenge they shall get it. Anyways that is it for now, see you guys next devlog!
Finishing Touches (Saving Special ✨) Hello everyone, I am getting close to shipping this project and I have done the finishing touches today which is so much, and I just have to get my fellow game testers up and test the game for any bugs or anything. I know there are a few here and there, but I should have fixed them when I started, doing it now will be too much, and I will fix it in the second ship. So without further to do lets get straight into it. Loading Scenes The loading scenes are the guide scene, preference scene, and the loading part itself. So now in the preference scene there are volume sliders for the different things like sfx, audio in general and bg music. And there is also a slider for the speed on how fast the text goes by, since you can not skip it i thought "SHould it not be useful to just have a speed, so fast and slow readers can adjust it to make it feel more like a game? So then I added a slider, all the settings are saved I think, but since this is just finishing the logic and not the testing part I will not know for a fact. Overall the ui looks great, and mainly for the save manager, I was working on connecting the variables throughout the different scenes, and when they load a game, based on where they are in the game (like progress wise) then it will put them in the corresponding scene, this was not hard but I kept on forgetting what to add until I started wroking on a different scene. Other Fixes So one major bug I had was previously when I was working on the map scene, I thought I saved the progress but I didn’t and then I committed and all my progress was gone, so I had to spend some time today fixing all the bugs there, and then some of the dialogue in that scene, I thought for some reason was inputted incorrectly, then I proceeded to re fix the whole structure adding lines to the dialogue and then I realized it was wrong and had to put it back, since changing dialogue doesnt sound like a big deal, you have to understand, I changed all the variables because of that. Anyways that was the last thing I did today but lets talk about some other progress I did today. Audio The audio for the game was all recorded today, and everything is handmade (like in the meaning that it is not taken from somewhere else) the only thing that is going to be used for the game that is not handmade, is the background music (im not a good artist, but I am a musician so I am sure I can learn how to do it) and also the fonts, the fonts used for this game look amazing, and I will use it again for all my other games. After making the audio I had to implement it everywhere such as keyboard noise for the letters typing on the screen. Or the crabs moving, or the sponge scrubbing, or the cannons firing going like "Boom Boom" and other stuff. Anyways that summarizes most of the things I have done today, and tomorrow I will official test the game and get ready to ship, bye guys!
Finishing Touches Hello everyone we have finally finished Pirate Cats. After weeks of coding, building and testing, we have finally come up with a playable version. In this version everything is finished, but there is only one mode. So as this is the last devlog for this ship let me explain what I have done this time. Bugs After game testing we found some bugs out like there was no music for the cooking puzzle, or the sponge was not visible for the sponge scene, or the button in the island was not working, or the typing settings broke down. So let me start each of the bugs and how I fixed this (all these bugs came up yesterday as I only post a devlog once a day). So first the cooking music puzzle, I forgot to play it in the code, this was a simple fix but the other ones were not. For the scrubbing scene the sponge was not visible, in the code again I forgot to set it to visible but then I found another bug from fixing one it was that I need to turn it back after the scene otherwise it will always stay like that. So I figured out you have to set the cursor to null, that way it doesn’t put a preloaded asset and just has the normal one. This next one was tricky, on the island minigame where you are digging after you finish digging, sometimes you can not press certain parts of the button (to finish the dialogue and go to the end scene) I was so confused on what to problem was, then after some time I realized it only happened because I was initiating a scene, and I thought that it was over it, so I set some of the items including the buttons z index near 1000, because there was only going to be like 100 of the items. So then I thought the button for the sand was over, but it was not and I disabled it after the treasure was found, so I was so confused, then I realized there was a panel in the scene being initiated. So then I finally thought dont panels take the mouse input? And that was when I realized that I had a random panel there stealing the mouse, so i set the mouse input on it to pass, so it can not take it. Finally the typing settings. I learned how to use sliders, but there was one thing I could not figure out, how to flip a slider, so for the text slider, it was fast (the bottom one) to slow (the top one) instead of slow to fast as a slider should be, but then when assigning the value I put a - infront of it, I thought this fixed it because when I went in the speed was on the slower side but max speed. Then I tested it, and I could not change the speed, the problem was when you do - it puts the lowest setting meaning it can not be put to the highest, so I had to put it back and I still don not know how to flip a slider, but that is for next ship. See you guys!
Recommended Fixes Hello everyone I just recently shipped and I was really happy with the votes I got so thank you to everyone that supported me but with all the suggestions you guys gave and some of mine that I knew i had to do, I have fixed up the game. Before I get started the godot wakatime extention is broken so now I have to use lapse which makes it harder for me because I have to do the whole recording in one sitting and I cant do some work close it and continue. The video attached includes a few of the fixes and I will start using paragraphs in my writing. But without further to do lets get started. List Of Fixes With all you guys said I have made a list of fixes such as during the cooking scene it was not clear what to do after you made a plate so at the end of the training round I added a arrow so that users can try it before they are on their own. Second There is this flag in the powder monkey’s area, which is side ship view 1. When the flag raises its fine but it does some bugs when coming back down and the way I structured it was weird so I deleted all the code and had a area 2d mouse enter and exit, and I start the animation one 1 speed when they hover over it and when they let go I put it on -1 speed and play it. This makes it look like you are raising the flag and when you stop it goes down. Another thing was all the shells in that scene were blurry. I forgot what did but in figma I think the items were way to small so when scaling up t was very blurry. Also for the space star scene when the user gets it wrong the dialogue for it says that they found the island but then says they should set sail tomorrow, I had the order of items wrong so I flipped them (in the dialogue) and made it stop 1 line earlier in the code. Also after the user gets 3 constellations correct to go to the island it goes to the scene fades in and out then next scene then fades in and out and same for third scene. The problem was that it was making things visible after the fade out finished, it should have been doing it when fade in was done so when fade out was done like you were traveling. Skip text!!! I know this is a big one, so I added it, so I had a line of code that was like if event.is_action_pressed("ui_accept") and !typing: So I just flipped it so that when the dialogue is playing and if they call it it makes a variable true, and in the code where it is playing the text out (its a for loop) I break the for loop and make the ammount of characters visible the ammount of characters there are. Then I also made all the text that says space to continue, to space to skip. This one I did most recently but it was with the crabs, I added a randomizer for the audio so when they shoot the cannons, I just made a randi for -0.1 - 0.1 and added it to the pitch of 1 to the audio stream player so it was random. I also made a new scene for the explosion boom like visual effect and made it fade in and out. I have also commented all the code to make it easier for you guys to understand! That is all I have done and will always be looking for more suggestions to do more work, thank you and hope yall enjoy!
Captains Secret??? I designeed the figma cat for the captain, along with the frame, then implemented the photo/frame in godot behind the chair in the captains room. This is a relatively short devlog as it is just one added feature that I think makes the game cooler. Figma For the figma first we start off with creating the cat, it is the same as usual, I don’t use the pen tool because it is very unconsistent, anyways we start with the head then the body then add legs, one thing about figma is they dont have vertical and horizontal align just horizontal with items, they should have an option to enable a grid. Anyways for the secret I figured I would make it contrast the captain ( we are talking about the cat) the captain has textured and not very furry fur, but I made this cat have furry skin/fur, and not textured, and kind of short/tall (depending on which cat you are comparing it to). Anyways I used the Pen tool to create the frame as it is easier and faster, even though the alignment is not perfect, it is hard to see just from the human eye, Godot To input this in godot we have to get the image, so we upload it into the file system then I had to re export the chair (seperatley) so I could have it like the photo is behind the chair and the user can press the photo (only the part sticking out) then the captains text plays. This is like a secret and for you guys to find out, so good luck and go try it out!
Ships:
Welcome to my ship of Pirate Cats. Pirate Cats is a 2d godot interactive game using point and click and other buttons such as arrow keys and space. This was the most complex game I have ever built and I have learned so much from it. This game has taken me over a month to build and I am so proud of my self. From learning that there are other ways to create assets (like figma) to how to create save manager (saving the users progress) this was a very fun game to build. Building this game was not so easy, as it required alot of logic, and some of that was repeating so I had to keep rechecking it. Also there were some items I did not know how to use so I had to do research. As this game is only a point and click I am sure you guys will find it entertaining, as I spent a long time on making this good. After building a game so long, and finishing, I realized I want to expand on this! So this is version one where I have your guys feedback! So I can improve my game and add a hard mode where you have lives and other suggestions you guys have. This game has tested my patience as I have spent countless nights coding and building this game from scratch. I have learned so many things that I previously did not know. I didnt know a panel takes mouse input or that there were sliders, those were the easy things to conquer. But items such as creating a full on working save manager took some time to understand, or creating a full fishing minigame, with different sounds and other cool features. I am sure you guys will love what I have put into this game. It also makes me want to learn how to use figma more. From playing minigames on the ship, to steering a ship, to helping the cats escape from crabs, this game has great variety. So who is ready to help the cats (and of course a parrot) and find their treasure!
Second Ship for Pirate Cats. In this ship there have been many changes to the games. Some changes include making instructions/tasks clearer, many visual changes, and easter eggs/new features. Many of you guys said the instructions were not clear so I spent a lot of time going through to fix it, and made it more clearer here and there. Also you guys said to put space to skip, so I added that now you can just zoom through the text (if you please). There were not any bugs but some items that were not connected allowing you to not see the bubbles, making some visual fixes like the shells was so blurry and there were some fade in’s coming in really early. Then I added some easter eggs and new dialogue for you guys to find. I hope you guys enjoy the new and improved version!...
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Own web page: Alimentae by @Domenica | Stardance
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Domenica
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-30T01:51:18Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ALIMENTAE I built an interactive and responsive demo website for Alimentae, my food rescue initiative alongside my friends. The platform is divided into two files with multiple sections within both. On the one hand there’s the index.html which covers the general introduction to Alimentae, gives facts and stats, quotes and most importantly, a call to action section to invite the reader to take part. On the other hand, I developed the somos.html which focuses on introducing the team as it contains more detailed info about Alimentae’s creators. Finally, the last addition to the website ahs been the accion.html, which focuses on the merch of Alimentae (featuring hoddies, t-shirts and tote bags). As with any project, there were challenges to overcome. I believe that the hardest challenge I had to overcome was managing to make the site easy to view regardless of the device being used. Secondly, making the navigation smooth and finally, establishing a clear visual hierarchy while maintaining the brand identity so it remained legible and appealing. With practice, it has become easier to overcome this challenges. I’m really proud of creating a website which has a clear branding aesthetic and manages to give an interactive experience for anyone using it. Moreover, I believe I succesfully represented my project’s core ideas. Finally, when opening the website you won’t need to do anything other than click the link. Hope you like it!", "repo": "https://github.com/Domenica-Santayana/alimentae.pe/", "demo": "https://alimentae.netlify.app/"}, {"ship_num": 2, "ts": "2026-08-06T17:42:02Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "ALIMENTAE I built an interactive and responsive demo website for Alimentae, my food rescue initiative alongside my friends. The platform is divided into two files with multiple sections within both. On the one hand there’s the index.html which covers the general introduction to Alimentae, gives facts and stats, quotes and most importantly, a call to action section to invite the reader to take part. On the other hand, I developed the somos.html which focuses on introducing the team as it contains more detailed info about Alimentae’s creators. As with any project, there were challenges to overcome. I believe that the hardest challenge I had to overcome was managing to make the site easy to view regardless of the device being used. Secondly, making the navigation smooth and finally, establishing a clear visual hierarchy while maintaining the brand identity so it remained legible and appealing. I’m really proud of creating a website which has a clear branding aesthetic and manages to give an interactive experience for anyone using it. Moreover, I believe I succesfully represented my project’s core ideas. Finally, when opening the website you won’t need to do anything other than click the link. Hope you like it!", "repo": "https://github.com/Domenica-Santayana/alimentae.pe/", "demo": "https://alimentae.netlify.app/"}]...
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[{"post_id": 75419, "ts": "202 [{"post_id": 75419, "ts": "2026-09-30T01:33:41Z", "hours": 1.38, "text": "Hello there! So, I’ve managed to accomplish the final page of Alimentae. I did it quite fast considering I copied part of the code of the index and the somos.html. When I was working on it, at first I put all the products and all its ways of looking at them, but I didn’t like it. That’s when I thought, hey, what if I search for Gucci’s way of doing so. That’s what inspired me on doing the thing with the arrows in the section of gallery. As well, I kinda copied the same design of the cta of the index, but I managed to discover how to put it some movement. Check out the new changes. Hope you like it!"}, {"post_id": 75091, "ts": "2026-09-29T04:11:01Z", "hours": 1.1436, "text": "Hello there! So I kinda decide to change some things. Well, you know I was working on the action.html. Well, let’s say I keep working on it but with a new goal: merch. I’ve manage to make mockups of the products and start coding. See you!"}, {"post_id": 63254, "ts": "2026-09-06T23:45:36Z", "hours": 0.4986, "text": "Hello there! So, I was thinking, what if I add something else to Alimentae’s site. I mean, there are 3 colours, blue for the index, white for the somos.html, but what about yellow? Inspired by that idea and my belief that I can make Alimentae much better, I decided to create the accion.html file. See you!"}, {"post_id": 42075, "ts": "2026-08-06T17:10:31Z", "hours": 2.4147, "text": "Hello there! Great News! I’ve just finished the demo website for Alimentae. I made some changes in the headers, added information to the somos page, bigger brand logos and so on. Try it now! Hope you like it!"}, {"post_id": 40476, "ts": "2026-08-04T01:10:34Z", "hours": 0.3856, "text": "Hello there! In the last devlog, I commented that I managed to get on with the Somos page, yet when I was in the Index page, I found it “odd” that by clicking on “somos” it took you directly to the new html when there’s also a description in the index page as well. Soooo, I decided to make some changes. Now, clicking on “Somos” redirects you to the section in the index page, and in that same section, you’lll find a “Read more” that takes you to the somos.html file. Check it out!"}, {"post_id": 39030, "ts": "2026-08-01T18:15:54Z", "hours": 1.0808, "text": "Hello there! So, I’ve been working on the Somos site. As you can see, I managed to link it with the Index site, I added some buttons in the nav bar to redirect to each part of the Somos page: Inicio goes back to the index, Historia goes to the nuestra historia section, Sé parte del cambio redirects back to the Index html to the section of calling to action. Hope you like it!"}, {"post_id": 38365, "ts": "2026-07-31T18:26:42Z", "hours": 1.2278, "text": "Hello there! I’ve been working on the “Somos” site and I managed to set up the main structure. So, my biggest accomplishments on this time working were my finished header (logo + nav bar) plus the introductory “hero section” with the main message and action buttons. I also built a sidebar card in order to summarize Alimentae’s current activities. Moreover, I was able to work on the CSS general variables for colors and typography for the following sections. Now, I’m looking foward to making a section more connected to the team behind Alimentae."}, {"post_id": 34353, "ts": "2026-07-24T23:37:33Z", "hours": 0.9706, "text": "Right now I’m working on a new separate HTML file for the section “Somos” of my website. This new page will allow for a more in depth presentation of Alimentae’s identity, including our mission, vision, values, and story, without overcrowding the index page."}]...
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Title: Own web page: Alimentae by @Domenica | Star Title: Own web page: Alimentae by @Domenica | Stardance
Devlogs:
Right now I’m working on a new separate HTML file for the section “Somos” of my website. This new page will allow for a more in depth presentation of Alimentae’s identity, including our mission, vision, values, and story, without overcrowding the index page.
Hello there! I’ve been working on the “Somos” site and I managed to set up the main structure. So, my biggest accomplishments on this time working were my finished header (logo + nav bar) plus the introductory “hero section” with the main message and action buttons. I also built a sidebar card in order to summarize Alimentae’s current activities. Moreover, I was able to work on the CSS general variables for colors and typography for the following sections. Now, I’m looking foward to making a section more connected to the team behind Alimentae.
Hello there! So, I’ve been working on the Somos site. As you can see, I managed to link it with the Index site, I added some buttons in the nav bar to redirect to each part of the Somos page: Inicio goes back to the index, Historia goes to the nuestra historia section, Sé parte del cambio redirects back to the Index html to the section of calling to action. Hope you like it!
Hello there! In the last devlog, I commented that I managed to get on with the Somos page, yet when I was in the Index page, I found it “odd” that by clicking on “somos” it took you directly to the new html when there’s also a description in the index page as well. Soooo, I decided to make some changes. Now, clicking on “Somos” redirects you to the section in the index page, and in that same section, you’lll find a “Read more” that takes you to the somos.html file. Check it out!
Hello there! Great News! I’ve just finished the demo website for Alimentae. I made some changes in the headers, added information to the somos page, bigger brand logos and so on. Try it now! Hope you like it!
Hello there! So, I was thinking, what if I add something else to Alimentae’s site. I mean, there are 3 colours, blue for the index, white for the somos.html, but what about yellow? Inspired by that idea and my belief that I can make Alimentae much better, I decided to create the accion.html file. See you!
Hello there! So I kinda decide to change some things. Well, you know I was working on the action.html. Well, let’s say I keep working on it but with a new goal: merch. I’ve manage to make mockups of the products and start coding. See you!
Hello there! So, I’ve managed to accomplish the final page of Alimentae. I did it quite fast considering I copied part of the code of the index and the somos.html. When I was working on it, at first I put all the products and all its ways of looking at them, but I didn’t like it. That’s when I thought, hey, what if I search for Gucci’s way of doing so. That’s what inspired me on doing the thing with the arrows in the section of gallery. As well, I kinda copied the same design of the cta of the index, but I managed to discover how to put it some movement. Check out the new changes. Hope you like it!
Ships:
ALIMENTAE I built an interactive and responsive demo website for Alimentae, my food rescue initiative alongside my friends. The platform is divided into two files with multiple sections within both. On the one hand there’s the index.html which covers the general introduction to Alimentae, gives facts and stats, quotes and most importantly, a call to action section to invite the reader to take part. On the other hand, I developed the somos.html which focuses on introducing the team as it contains more detailed info about Alimentae’s creators. As with any project, there were challenges to overcome. I believe that the hardest challenge I had to overcome was managing to make the site easy to view regardless of the device being used. Secondly, making the navigation smooth and finally, establishing a clear visual hierarchy while maintaining the brand identity so it remained legible and appealing. I’m really proud of creating a website which has a clear branding aesthetic and manages to give an interactive experience for anyone using it. Moreover, I believe I succesfully represented my project’s core ideas. Finally, when opening the website you won’t need to do anything other than click the link. Hope you like it!
ALIMENTAE I built an interactive and responsive demo website for Alimentae, my food rescue initiative alongside my friends. The platform is divided into two files with multiple sections within both. On the one hand there’s the index.html which covers the general introduction to Alimentae, gives facts and stats, quotes and most importantly, a call to action section to invite the reader to take part. On the other hand, I developed the somos.html which focuses on introducing the team as it contains more detailed info about Alimentae’s creators. Finally, the last addition to the website ahs been the accion.html, which focuses on the merch of Alimentae (featuring hoddies, t-shirts and tote bags). As with any project, there were challenges to overcome. I believe that the hardest challenge I had to overcome was managing to make the site easy to view regardless of the device being used. Secondly, making the navigation smooth and finally, establishing a clear visual hierarchy while maintaining the brand identity so it remained legible and appealing. With practice, it has become easier to overcome this challenges. I’m really proud of creating a website which has a clear branding aesthetic and manages to give an interactive experience for anyone using it. Moreover, I believe I succesfully represented my project’s core ideas. Finally, when opening the website you won’t need to do anything other than click the link. Hope you like it!...
|
1793087884.938756
|
1793174284.938756
|
|
30194
|
my APOD site by @blackbird | Stardance
|
|
2
|
9.31
|
33
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T15:57:56Z", "hours": 6.0, "multiplier": 5.59, "payout": 33, "blessing": "neutral", "text": "I added the final change of this site, which was the test clock that syncs to your device. This was a lot simpler than I thought due to already-existing clock features. One of the hardest parts was doing the planet, which I had to look up a tutorial for and took much longer than otherwise thought to center correctly. The memo feature at the bottom of the page took the longest to implement, but there were no large snags in the work, other than a quickly-figured-out issue where the page didn’t reload with the notes.", "repo": "https://github.com/flyingchickensaucer/NASA_Site", "demo": "https://flyingchickensaucer.github.io/NASA_Site/"}, {"ship_num": 2, "ts": "2026-07-04T04:54:25Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a NASA Astronomy Picture of the Day site built with Vite and vanilla JS. It pulls the day’s image or video, title, and explanation from NASA’s API, has a date picker to browse any past day, and a space theme with shooting stars. The toughest part was that the shooting stars had three separate bugs, each from a different layer: they flew backward, spawned offset from the cursor, and all burst at once after leaving the tab. I’m really proud of how I navigated fixing those issues.", "repo": "https://github.com/flyingchickensaucer/NASA_Site", "demo": "https://flyingchickensaucer.github.io/NASA_Site/"}]...
|
[{"post_id": 22473, "ts": "202 [{"post_id": 22473, "ts": "2026-07-04T23:05:14Z", "hours": 0.3131, "text": "There is a request to change my readme to the raw version before reshipping."}, {"post_id": 22199, "ts": "2026-07-04T15:36:13Z", "hours": 5.8992, "text": "I mostly made a few changes to personalize the site. A notes section was added to the bottom, as I enjoy being able to write memos for myself to keep. These notes will pop up on the same day the next year, and they are saved in a bubble at the bottom of the page which will open the page up to that day when clicked. I added a semi-transparent planet to the background to learn more about gradients, which took a massive amount of time, and a lot of trial and error for positioning the ring vs the main body. To Do: make a clock that can sync time from the device (planning on doing something similar for personal website so this will be good practice)"}, {"post_id": 21949, "ts": "2026-07-04T04:41:00Z", "hours": 1.6069, "text": "Made the page look a lot more space-y with a dark gradient theme and a starfield background. Allowed the user to switch the date to a previous one and the corresponding image of that day. Added shooting stars that streak by on their own and move from your cursor when you click the background. Bugs I fixed: Shooting stars flew backward (gradient was on the wrong end) Stars spawned offset from the cursor (was positioning by the corner) All shooting stars appeared at once after leaving the tab (paused the spawner with the Page Visibility API)"}, {"post_id": 21621, "ts": "2026-07-03T17:40:59Z", "hours": 0.9769, "text": "Wow, the picture actually shows!"}, {"post_id": 21566, "ts": "2026-07-03T16:19:53Z", "hours": 0.9031, "text": "Starting my NASA Astronomy Picture of the Day page. This is a small site that will pull NASA’s APOD API and show the day’s title, image or video, and explanation. For this session I decided to deploy-first and get a live (but nearly empty) page onto GitHub Pages before building any features. Set up: the Vite scaffold, a .gitignore keeping my .env safe, .env.example, vite.config.js so Pages serves assets from the right path (otherwise 404s), and a GitHub Actions workflow that builds and publishes to Pages. First deploy actually failed on the Pages step because Pages wasn’t enabled yet. I enabled it, re-ran, green check, live page confirmed. Next session: fetch and render the APOD data"}]...
|
Title: my APOD site by @blackbird | Stardance
Dev Title: my APOD site by @blackbird | Stardance
Devlogs:
Starting my NASA Astronomy Picture of the Day page. This is a small site that will pull NASA’s APOD API and show the day’s title, image or video, and explanation. For this session I decided to deploy-first and get a live (but nearly empty) page onto GitHub Pages before building any features. Set up: the Vite scaffold, a .gitignore keeping my .env safe, .env.example, vite.config.js so Pages serves assets from the right path (otherwise 404s), and a GitHub Actions workflow that builds and publishes to Pages. First deploy actually failed on the Pages step because Pages wasn’t enabled yet. I enabled it, re-ran, green check, live page confirmed. Next session: fetch and render the APOD data
Wow, the picture actually shows!
Made the page look a lot more space-y with a dark gradient theme and a starfield background. Allowed the user to switch the date to a previous one and the corresponding image of that day. Added shooting stars that streak by on their own and move from your cursor when you click the background. Bugs I fixed: Shooting stars flew backward (gradient was on the wrong end) Stars spawned offset from the cursor (was positioning by the corner) All shooting stars appeared at once after leaving the tab (paused the spawner with the Page Visibility API)
I mostly made a few changes to personalize the site. A notes section was added to the bottom, as I enjoy being able to write memos for myself to keep. These notes will pop up on the same day the next year, and they are saved in a bubble at the bottom of the page which will open the page up to that day when clicked. I added a semi-transparent planet to the background to learn more about gradients, which took a massive amount of time, and a lot of trial and error for positioning the ring vs the main body. To Do: make a clock that can sync time from the device (planning on doing something similar for personal website so this will be good practice)
There is a request to change my readme to the raw version before reshipping.
Ships:
I made a NASA Astronomy Picture of the Day site built with Vite and vanilla JS. It pulls the day’s image or video, title, and explanation from NASA’s API, has a date picker to browse any past day, and a space theme with shooting stars. The toughest part was that the shooting stars had three separate bugs, each from a different layer: they flew backward, spawned offset from the cursor, and all burst at once after leaving the tab. I’m really proud of how I navigated fixing those issues.
I added the final change of this site, which was the test clock that syncs to your device. This was a lot simpler than I thought due to already-existing clock features. One of the hardest parts was doing the planet, which I had to look up a tutorial for and took much longer than otherwise thought to center correctly. The memo feature at the bottom of the page took the longest to implement, but there were no large snags in the work, other than a quickly-figured-out issue where the page didn’t reload with the notes....
|
1792990415.0106862
|
1793076815.0106862
|
|
30230
|
personal site mission by @00alexo | Stardance
|
00alexo
|
2
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T19:50:54Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished the interactive projects page", "repo": "https://github.com/00Alexo/personal-site-mission", "demo": "https://personal-site-mission.vercel.app"}, {"ship_num": 2, "ts": "2026-07-09T15:09:08Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Added an animated background, navbar, a typewriter effect on the homepage and a notfound component for inexistent pages", "repo": "https://github.com/00Alexo/personal-site-mission", "demo": "https://personal-site-mission.vercel.app"}]...
|
[{"post_id": 27681, "ts": "202 [{"post_id": 27681, "ts": "2026-07-13T13:49:04Z", "hours": 1.1228, "text": "Added a carousel for the project page to showcase some of my latest projects, also changed the website theme a bit, now with purple being the main color"}, {"post_id": 25306, "ts": "2026-07-09T14:59:05Z", "hours": 0.8197, "text": "Added an animated background, navbar and a typewriter effect on the homepage"}, {"post_id": 21582, "ts": "2026-07-03T16:45:32Z", "hours": 0.555, "text": "Project setup"}]...
|
Title: personal site mission by @00alexo | Stardan Title: personal site mission by @00alexo | Stardance
Devlogs:
Project setup
Added an animated background, navbar and a typewriter effect on the homepage
Added a carousel for the project page to showcase some of my latest projects, also changed the website theme a bit, now with purple being the main color
Ships:
Added an animated background, navbar, a typewriter effect on the homepage and a notfound component for inexistent pages
Finished the interactive projects page...
|
1793062499.2000992
|
1793148899.2000992
|
|
30287
|
very professional site by @ele-na | Stardance
|
ele-na
|
2
|
10.0
|
49
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-07T22:26:56Z", "hours": 8.0, "multiplier": 6.11, "payout": 49, "blessing": "neutral", "text": "i made a website all about myself! features: nav bar custom css 5 pages of real content lots of links (resume, linkedin, etc etc.) site title and favicon interactive devlog and projects page optimization for smaller screens future features: more graphics actual mini project demos credits: pinterest for images google for some code tutorials", "repo": "https://github.com/ele-na2011/personal-site", "demo": "https://ele-na2011.github.io/personal-site/"}, {"ship_num": 2, "ts": "2026-07-29T20:19:48Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "this is my very professional personal website! this is js the first draft, with some simple sections composed of text and images, as well as a custom CSS theme i also hyperlinked some text and added section breakers in the future i will add a proper navigation system and more graphics, etc., as well as a blog and information about the very amazing projects", "repo": "https://github.com/ele-na2011/personal-site", "demo": "https://ele-na2011.github.io/personal-site/"}]...
|
[{"post_id": 42838, "ts": "202 [{"post_id": 42838, "ts": "2026-08-07T19:37:08Z", "hours": 0.4089, "text": "okay so forget the graphics i’m gonna ship it as is i added a favicon and some more content today!! and i think it’s finally time to ship!"}, {"post_id": 42164, "ts": "2026-08-06T19:26:03Z", "hours": 0.6083, "text": "today i optimized the site for mobile viewing and tinier screens. when i would make my screen smaller before, it would format awkwardly, so i decided to optimize it it runs fine on localhost rn but my github is like just lagging and not deploying i will add more graphics believe me guys and a favicon before i ship…looking forward to this!!"}, {"post_id": 41513, "ts": "2026-08-05T19:26:05Z", "hours": 1.4058, "text": "yesterday and today i’ve been doing other things, so i haven’t gotten as much time to work on this i added a footer to my website with links to my external accounts and stuff, and i think i’m finally starting to get the hang of css!! i finally figured out the difference between margin and padding lmao i also changed my header a bit, renamed my home page and isolated it from the rest of the nav links so it looks more professional i think i’m very close to actually shipping the project, my goal for tomorrow is to just find images and add image credits to the site i do want an opinion tho, do you guys think i should add more images to the website?"}, {"post_id": 40261, "ts": "2026-08-03T17:48:42Z", "hours": 1.4042, "text": "today i added a card format for my devlog, now u click on an article and it expands for you to read instead of having like 10 articles literally smacked in your face. i also added more content and images, im still trying to figure out the css grid (forget wordpress, css may be my biggest op) but for now everything looks pretty good! i really still like the cozy vibe im considering adding a section but idt there would be any point cuz theres nothing else to yap about"}, {"post_id": 39237, "ts": "2026-08-02T02:28:05Z", "hours": 0.74, "text": "today i didn’t have much time to work on this, but i added some more inspos and stuff, and i also am trying to figure out how to add graphics the domain grant showed up, but im probs gonna save it for when the website is actually done to get a good domain and publish it the inspiration section is now very tuff and inspirational, im experimenting with graphics on the home page, so don’t mind if stuff looks off"}, {"post_id": 38357, "ts": "2026-07-31T18:15:00Z", "hours": 1.2494, "text": "today i just mostly focused on adding more content, no graphics yet, but i hyperlinked a lot of stuff i also changed the css a bit and fixed the formatting of the dropdown on the projects page. honestly imo everything looks better now with this new font and the changed coloring of the nav bar (has sm more of a cozy vibe!!) help guys i genuinely don’t know what i can write for inspo without sounding cringe and stuff ToT"}, {"post_id": 37987, "ts": "2026-07-31T02:36:20Z", "hours": 2.2431, "text": "post-ship!! this ship got approved sm faster than the other one lmao today i added new pages, as well as a proper navigation system. rn the content is mostly larp, but i will add more authentic stuff as time goes on (there is alr quite a bit of stuff in there tho) but as of right now everything works!! (knock on wood) i reformatted the home page to be less crowded and moved a lot of the content to their respective pages – i also encountered a tiny bug with the nav but that got fixed pretty easily without me having to go to claude… im gonna fix the dropdown on the projects page tmr, i dont really like how it looks rn (lowk chopped) i also want to change a lot of the css (mostly font and stuff) and add more graphics bc rn it looks really dry and the colors rn are kinda clashing…"}, {"post_id": 37230, "ts": "2026-07-29T19:41:55Z", "hours": 1.7358, "text": "all right. so about the 3 sections… my git was having a lot of trouble deploying the page, so i decided to reduce it down to one page. this probably isnt wise, but i added all the css straight in the header of the html (i will change this someday) other than that, i pretty much finished, with a couple sections and custom css and stuff…i’ll prob spend a couple more minutes fixing formatting and stuff and yayy ima ship it and after this ship im going to add actual navigation and project demo carousels and lots of cool stuff"}, {"post_id": 31556, "ts": "2026-07-20T01:49:59Z", "hours": 0.4322, "text": "so after ElenaOS i wanted to have an actual more professional site (cuz iykyk elenaOS is lowk unprofessional) and thus i came here to create the more professional version this website is only gonna have 3 tabs (i’ll add more if needed) and today i just set up the framework and chose a color theme (cuz aesthetics r rlly important trust) i also coded a nav bar and started formatting some other pages like the home page and stuff im having a bit of trouble getting github to deploy the fricking site so i can’t test until that gets fixed so for now ima just plan out the general layout and stuff bc i tend to have the most trouble with that anyways i really like this color theme!!"}]...
|
Title: very professional site by @ele-na | Stardan Title: very professional site by @ele-na | Stardance
Devlogs:
so after ElenaOS i wanted to have an actual more professional site (cuz iykyk elenaOS is lowk unprofessional) and thus i came here to create the more professional version this website is only gonna have 3 tabs (i’ll add more if needed) and today i just set up the framework and chose a color theme (cuz aesthetics r rlly important trust) i also coded a nav bar and started formatting some other pages like the home page and stuff im having a bit of trouble getting github to deploy the fricking site so i can’t test until that gets fixed so for now ima just plan out the general layout and stuff bc i tend to have the most trouble with that anyways i really like this color theme!!
all right. so about the 3 sections… my git was having a lot of trouble deploying the page, so i decided to reduce it down to one page. this probably isnt wise, but i added all the css straight in the header of the html (i will change this someday) other than that, i pretty much finished, with a couple sections and custom css and stuff…i’ll prob spend a couple more minutes fixing formatting and stuff and yayy ima ship it and after this ship im going to add actual navigation and project demo carousels and lots of cool stuff
post-ship!! this ship got approved sm faster than the other one lmao today i added new pages, as well as a proper navigation system. rn the content is mostly larp, but i will add more authentic stuff as time goes on (there is alr quite a bit of stuff in there tho) but as of right now everything works!! (knock on wood) i reformatted the home page to be less crowded and moved a lot of the content to their respective pages – i also encountered a tiny bug with the nav but that got fixed pretty easily without me having to go to claude… im gonna fix the dropdown on the projects page tmr, i dont really like how it looks rn (lowk chopped) i also want to change a lot of the css (mostly font and stuff) and add more graphics bc rn it looks really dry and the colors rn are kinda clashing…
today i just mostly focused on adding more content, no graphics yet, but i hyperlinked a lot of stuff i also changed the css a bit and fixed the formatting of the dropdown on the projects page. honestly imo everything looks better now with this new font and the changed coloring of the nav bar (has sm more of a cozy vibe!!) help guys i genuinely don’t know what i can write for inspo without sounding cringe and stuff ToT
today i didn’t have much time to work on this, but i added some more inspos and stuff, and i also am trying to figure out how to add graphics the domain grant showed up, but im probs gonna save it for when the website is actually done to get a good domain and publish it the inspiration section is now very tuff and inspirational, im experimenting with graphics on the home page, so don’t mind if stuff looks off
today i added a card format for my devlog, now u click on an article and it expands for you to read instead of having like 10 articles literally smacked in your face. i also added more content and images, im still trying to figure out the css grid (forget wordpress, css may be my biggest op) but for now everything looks pretty good! i really still like the cozy vibe im considering adding a section but idt there would be any point cuz theres nothing else to yap about
yesterday and today i’ve been doing other things, so i haven’t gotten as much time to work on this i added a footer to my website with links to my external accounts and stuff, and i think i’m finally starting to get the hang of css!! i finally figured out the difference between margin and padding lmao i also changed my header a bit, renamed my home page and isolated it from the rest of the nav links so it looks more professional i think i’m very close to actually shipping the project, my goal for tomorrow is to just find images and add image credits to the site i do want an opinion tho, do you guys think i should add more images to the website?
today i optimized the site for mobile viewing and tinier screens. when i would make my screen smaller before, it would format awkwardly, so i decided to optimize it it runs fine on localhost rn but my github is like just lagging and not deploying i will add more graphics believe me guys and a favicon before i ship…looking forward to this!!
okay so forget the graphics i’m gonna ship it as is i added a favicon and some more content today!! and i think it’s finally time to ship!
Ships:
this is my very professional personal website! this is js the first draft, with some simple sections composed of text and images, as well as a custom CSS theme i also hyperlinked some text and added section breakers in the future i will add a proper navigation system and more graphics, etc., as well as a blog and information about the very amazing projects
i made a website all about myself! features: nav bar custom css 5 pages of real content lots of links (resume, linkedin, etc etc.) site title and favicon interactive devlog and projects page optimization for smaller screens future features: more graphics actual mini project demos credits: pinterest for images google for some code tutorials...
|
1792990344.9454613
|
1793076744.9454613
|
|
30293
|
My own site! by @Ahmed-Tantawy | Stardance
|
Ahmed-Tantawy
|
2
|
2.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T21:23:33Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve completed my very first personal website using HTML and CSS, It was a bit challenging when choosing the colors and the styles, but I’m proud of my hard working and the final result, hope you like it!!!", "repo": "https://github.com/Ahmed-Tantawyy/My-Personal-Site", "demo": "https://ahmed-tantawyy.github.io/My-Personal-Site/"}, {"ship_num": 2, "ts": "2026-07-04T00:39:06Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I’ve made my personal website, I was happy when doing it, but it was a bit challenging when choosing the colors and the fonts, hope you like it :3", "repo": "https://github.com/Ahmed-Tantawyy/My-Personal-Site", "demo": "https://ahmed-tantawyy.github.io/My-Personal-Site/"}]...
|
[{"post_id": 26842, "ts": "202 [{"post_id": 26842, "ts": "2026-07-11T21:20:24Z", "hours": 1.6964, "text": "Finally! I finished the second version of my personal website after adding the details in the HTML and CSS."}, {"post_id": 21484, "ts": "2026-07-03T13:48:21Z", "hours": 0.0, "text": "I am working on my first ever personal website : )"}]...
|
Title: My own site! by @Ahmed-Tantawy | Stardance
Title: My own site! by @Ahmed-Tantawy | Stardance
Devlogs:
I am working on my first ever personal website : )
Finally! I finished the second version of my personal website after adding the details in the HTML and CSS.
Ships:
I’ve made my personal website, I was happy when doing it, but it was a bit challenging when choosing the colors and the fonts, hope you like it :3
I’ve completed my very first personal website using HTML and CSS, It was a bit challenging when choosing the colors and the styles, but I’m proud of my hard working and the final result, hope you like it!!!...
|
1793054849.6210124
|
1793141249.6210124
|
|
30352
|
Dungen Escape 2D by @Ahmed_Gayipov | Stardance
|
Ahmed_Gayipov
|
2
|
41.0
|
77
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T17:50:42Z", "hours": 5.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made the game dungun escape 2d it is a maze game were you try to find keys and escape guards And whill escaping there are coins which you can collect to go to the Black Market Were you buy new colors and shapes to costomize your charecter", "repo": "https://github.com/Cr7-is-the-best/Dungeon-Escape2D", "demo": "https://effortless-cobbler-a1d824.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-19T15:16:44Z", "hours": 36.0, "multiplier": 3.33, "payout": 77, "blessing": "neutral", "text": "I made the game dungun escape 2d it is a maze game were you try to find keys and escape guards And whill escaping there are coins which you can collect to go to the Black Market Were you buy new colors and shapes to costomize your charecter", "repo": "https://github.com/Cr7-is-the-best/Dungeon-Escape2D", "demo": "https://effortless-cobbler-a1d824.netlify.app/"}]...
|
[{"post_id": 48359, "ts": "202 [{"post_id": 48359, "ts": "2026-08-16T17:50:01Z", "hours": 0.5675, "text": "Add A few more stuff that should make the game a little harder"}, {"post_id": 32022, "ts": "2026-07-20T21:51:02Z", "hours": 4.3436, "text": "I add better lighting to my game"}, {"post_id": 31254, "ts": "2026-07-19T14:50:20Z", "hours": 0.3278, "text": "I added a save progress button to my game, which saves your character color and shape."}, {"post_id": 30800, "ts": "2026-07-18T18:09:35Z", "hours": 4.0128, "text": "I added diffrent shapes and colors that you can buy to make your charecter look better"}, {"post_id": 30232, "ts": "2026-07-17T17:24:35Z", "hours": 5.2639, "text": "i made it so that now you have to escape a maze"}, {"post_id": 28553, "ts": "2026-07-14T21:33:30Z", "hours": 3.3769, "text": "Made it so that the loot crats give you better loot depending on the wave you are on"}, {"post_id": 24975, "ts": "2026-07-08T21:18:55Z", "hours": 23.475, "text": "I am working on an open-world zombie survival game"}]...
|
Title: Dungen Escape 2D by @Ahmed_Gayipov | Starda Title: Dungen Escape 2D by @Ahmed_Gayipov | Stardance
Devlogs:
I am working on an open-world zombie survival game
Made it so that the loot crats give you better loot depending on the wave you are on
i made it so that now you have to escape a maze
I added diffrent shapes and colors that you can buy to make your charecter look better
I added a save progress button to my game, which saves your character color and shape.
I add better lighting to my game
Add A few more stuff that should make the game a little harder
Ships:
I made the game dungun escape 2d it is a maze game were you try to find keys and escape guards And whill escaping there are coins which you can collect to go to the Black Market Were you buy new colors and shapes to costomize your charecter
I made the game dungun escape 2d it is a maze game were you try to find keys and escape guards And whill escaping there are coins which you can collect to go to the Black Market Were you buy new colors and shapes to costomize your charecter...
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1792878858.5052361
|
1793742858.5052361
|
|
30355
|
Pew Pew by @Venkatesh | Stardance
|
Venkatesh
|
2
|
8.0
|
40
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-28T00:37:04Z", "hours": 7.0, "multiplier": 5.5, "payout": 38, "blessing": "neutral", "text": "Finally added in some bosses now the players are encouraged to always be moving and avoiding shots fired by the boss. The boss is more passive in the sense that it does not actively seek the player out but puts on pressure in the background. The player now has to dodge the bosses attacks, destroy immediate threats like the red and purple enemies and then focus on reducing the bosses health. The boss gives a huge amount of money so that the players are truly incentivised to destroy it. playing further, i realise i can improve further by adding: durability to the weapons so that the player has to be in a cycle of buying more weapons with increasing prices there can be more movement options and movement mechanics that can affect the gameplay like how Ultrakill feels There can be more points of interest to encourage travelling longer distances. Maybe some loot boxes, destroyed freighters or like lore exposition like in No Man’s Sky", "repo": "https://github.com/vensah-dev/pew-pew", "demo": "https://github.com/vensah-dev/pew-pew/releases/"}, {"ship_num": 2, "ts": "2026-07-03T16:30:07Z", "hours": 1.0, "multiplier": 2.71, "payout": 2, "blessing": "neutral", "text": "can be downloaded at https://github.com/vensah-dev/pew-pew/releases/tag/v1.1.0 I am working on a game called Pew Pew. The concept is a wave based arcade style 3D space shooter. Some of the controls are inspired by No Man’s Sky. The game aims to fill the void of 3D space games that aren’t arcade style combat oriented with quick rounds and meta progression. Eventually, i aim to be able to have a campaign mode for the game! Currently the game has: better starship handling taking inspiration from No Man’s Sky unique enemy AI behaviour for three different unique enemies with different styles wave based game loop death screen purchase store in space station for 2 other guns and health repair kits/boosters or shield boosters/repairs currently the shooting and can feel hard or buggy, i would be adding in an auto aim assist for long range targets on the machine gun so that early game can be more enjoyable and easier to play before the target seeking weapons are available i started this game a few months ago but had some struggles with motivation and so am now updating it again to reignite my passion for it and eventually release a full version.", "repo": "https://github.com/vensah-dev/pew-pew", "demo": "https://github.com/vensah-dev/pew-pew/releases/"}]...
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[{"post_id": 55566, "ts": "202 [{"post_id": 55566, "ts": "2026-08-27T14:33:20Z", "hours": 5.8481, "text": "BOSSES: i have finally added bosses! unlike a traditional boss fight where theres an isolated focus on the boss and its attacks, i have chosen to make the boss a much larger enemy that spawns in with the rest of enemy wave. Only one boss can spawn at a time with 5 other normal enemies. The player would be aiming toward eventually destroying the boss for a huge bonus but until they deplete the massive amount of health it has they have to kill normal enemies and dodge attacks. Personally, i think it has upped the stakes of the gameplay and made it so much more fun!"}, {"post_id": 26538, "ts": "2026-07-11T12:36:50Z", "hours": 1.195, "text": "Made the controls better and made the combat more fast paced the combat frankly felt aweful and even the controls were super buggy and not at all intuitive after i played No Man’s Sky for the first time. Taking what i learnt from that game, i made it so that the enemies move around closer to the player so that its easier to aim at the enemy and also ensure that the combat is not slow and boring, with a significant amount of time spent on waiting for the enemies to come to you or chasing them. Additionally I changed the controls to make sure the reticle is confined within a larger circle in the middle to ensure that the player has a visual understanding of how far they can move their mouse and a feel for if they are at max turning speed. More features that i though of include: making the space station more accessible and polished ensuring that the there is some form of aim assist for the machine guns a tutorial or better guidance toward progression and interaction, like locking onto targets, entering the space station, purchasing new weapons etc…"}, {"post_id": 21569, "ts": "2026-07-03T16:24:02Z", "hours": 1.2039, "text": "can be downloaded at https://github.com/vensah-dev/pew-pew/releases/tag/v1.1.0 I am working on a game called Pew Pew. The concept is a wave based arcade style 3D space shooter. Some of the controls are inspired by No Man’s Sky. The game aims to fill the void of 3D space games that aren’t arcade style combat oriented with quick rounds and meta progression. Eventually, i aim to be able to have a campaign mode for the game! i started this game a few months ago and am now updating it again to reignite my passion for it and eventually release a full version."}]...
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Title: Pew Pew by @Venkatesh | Stardance
Devlogs: Title: Pew Pew by @Venkatesh | Stardance
Devlogs:
can be downloaded at https://github.com/vensah-dev/pew-pew/releases/tag/v1.1.0 I am working on a game called Pew Pew. The concept is a wave based arcade style 3D space shooter. Some of the controls are inspired by No Man’s Sky. The game aims to fill the void of 3D space games that aren’t arcade style combat oriented with quick rounds and meta progression. Eventually, i aim to be able to have a campaign mode for the game! i started this game a few months ago and am now updating it again to reignite my passion for it and eventually release a full version.
Made the controls better and made the combat more fast paced the combat frankly felt aweful and even the controls were super buggy and not at all intuitive after i played No Man’s Sky for the first time. Taking what i learnt from that game, i made it so that the enemies move around closer to the player so that its easier to aim at the enemy and also ensure that the combat is not slow and boring, with a significant amount of time spent on waiting for the enemies to come to you or chasing them. Additionally I changed the controls to make sure the reticle is confined within a larger circle in the middle to ensure that the player has a visual understanding of how far they can move their mouse and a feel for if they are at max turning speed. More features that i though of include: making the space station more accessible and polished ensuring that the there is some form of aim assist for the machine guns a tutorial or better guidance toward progression and interaction, like locking onto targets, entering the space station, purchasing new weapons etc…
BOSSES: i have finally added bosses! unlike a traditional boss fight where theres an isolated focus on the boss and its attacks, i have chosen to make the boss a much larger enemy that spawns in with the rest of enemy wave. Only one boss can spawn at a time with 5 other normal enemies. The player would be aiming toward eventually destroying the boss for a huge bonus but until they deplete the massive amount of health it has they have to kill normal enemies and dodge attacks. Personally, i think it has upped the stakes of the gameplay and made it so much more fun!
Ships:
can be downloaded at https://github.com/vensah-dev/pew-pew/releases/tag/v1.1.0 I am working on a game called Pew Pew. The concept is a wave based arcade style 3D space shooter. Some of the controls are inspired by No Man’s Sky. The game aims to fill the void of 3D space games that aren’t arcade style combat oriented with quick rounds and meta progression. Eventually, i aim to be able to have a campaign mode for the game! Currently the game has: better starship handling taking inspiration from No Man’s Sky unique enemy AI behaviour for three different unique enemies with different styles wave based game loop death screen purchase store in space station for 2 other guns and health repair kits/boosters or shield boosters/repairs currently the shooting and can feel hard or buggy, i would be adding in an auto aim assist for long range targets on the machine gun so that early game can be more enjoyable and easier to play before the target seeking weapons are available i started this game a few months ago but had some struggles with motivation and so am now updating it again to reignite my passion for it and eventually release a full version.
Finally added in some bosses now the players are encouraged to always be moving and avoiding shots fired by the boss. The boss is more passive in the sense that it does not actively seek the player out but puts on pressure in the background. The player now has to dodge the bosses attacks, destroy immediate threats like the red and purple enemies and then focus on reducing the bosses health. The boss gives a huge amount of money so that the players are truly incentivised to destroy it. playing further, i realise i can improve further by adding: durability to the weapons so that the player has to be in a cycle of buying more weapons with increasing prices there can be more movement options and movement mechanics that can affect the gameplay like how Ultrakill feels There can be more points of interest to encourage travelling longer distances. Maybe some loot boxes, destroyed freighters or like lore exposition like in No Man’s Sky...
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1793109092.8757539
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1793195492.8757539
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30366
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Aglang by @0xf1 | Stardance
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0xf1
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2
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55.0
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974
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-01T14:45:41Z", "hours": 26.0, "multiplier": 18.44, "payout": 473, "blessing": "neutral", "text": "hello! this is aglang, my own esoteric language made to be similar to assembly. it offers 13 operators, and with those (almost) anything is possible! you can try aglang by either downloading the cli (in the repo the “Source code” button links to) or by using the online interpreter (“Try project” button). if you’re confused and want to learn aglang, try the new interactive course, available on the website in the “learn” section: it will guide you through everything the language can do in only 10 short lessons and exercises. the cli includes an interpreter, a C transpiler and a compiler (note: the compiler needs GCC to be installed)! if you want to develop aglang programs more easily, we even have a vscode extension, with syntax highlighting and statement templates that said, go on and try aglang! its easier than you would expect", "repo": "https://github.com/0xF1dev/aglang", "demo": "https://aglang.0xf1.dev"}, {"ship_num": 2, "ts": "2026-07-15T16:48:54Z", "hours": 29.0, "multiplier": 17.01, "payout": 501, "blessing": "neutral", "text": "hello! this is Aglang , my own esoteric language. an esoteric language (or esolang) is a language made as a joke or to be hard to use , like brainf*ck. my language is made to be really basic: you only have two 8bit registers , and a stack ; there are only 18 valid characters in Aglang, easy to remember, right? in the cli, i implemented both an interpreter (works everywhere) and a compiler (only x86-64 linux); a guide on installation and usage is in its readme, but if you dont want to install it, you can try Aglang in the web interpreter. this project is split into two repositories: the cli at https://github.com/0xF1dev/aglang (main repo) the web interpreter at https://github.com/0xF1dev/aglang-website the website includes some examples and a link to both repos and the documentation. the “Try project” button is linked to the web interpreter (if the domain doesnt work, use https://aglang-website.vercel.app/ ), while the “See source code” takes to the cli’s repository. and now, go crazy and write some code!", "repo": "https://github.com/0xF1dev/aglang", "demo": "https://aglang.0xf1.dev"}]...
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[{"post_id": 38917, "ts": "202 [{"post_id": 38917, "ts": "2026-08-01T14:43:23Z", "hours": 2.2408, "text": "NOTE FOR THE SHIP: you dont have to try everything! even just the online interpreter is fine, it includes examples! Aglang devlog #12 im ready for the ship! i completed the vscode extension, and (for the third time) I. HATE. MICROSOFT. this might sound excessive, but anyone that ever tried reading their docs can surely understand, right? right…? but finally, after like 2 hours, i made the most basic of extensions! it has syntax highlighting (the thing that i wanted most) and a simple statement templating snippet. and now, i can pretty confidently say that aglang is completed! surely i wont abandon the project, that would just be a waste of the 50 hours i spent on this, but i consider the project to be mostly finished. see ya soon!"}, {"post_id": 38820, "ts": "2026-08-01T11:53:08Z", "hours": 6.4056, "text": "Aglang devlog #11 why did i decide to do this lmao. lets go in order: first of all, i added transpiling! currently, only C is supported as target, but i plan on adding python soon. it actually wasnt that hard, especially considering i basically never wrote C in my life. but this was the least interesting part of this devlog, cause i managed to optimize the compiler a bit! now this… this was hard. but now, when printing many characters in a row (like in the hello world example), instead of printing each character one by one, the full string gets stored in the .text (or .data on windows) section of the assembly and gets printed once! this reduced the size of the hello world program from ~1kb down to 633b, almost half! needless to say that this needed a few attempts… now the project’s folder looks kinda full… but oh well! and i can AGAIN say that GOD I HATE WINDOWS: it took a while to get shadow allocations right, especially since pushing to the stack in aglang means pushing to the stack in assembly too, so i had to keep track of where the old and original pointers were before allocating it. i fully expect this optimization to have some bugs, since i dont really trust the logic i wrote. i didnt add it in the transpile feature, since i imagine that modern c compilers optimize it on their own. now i promise that ill get to writing the vscode extension!"}, {"post_id": 38186, "ts": "2026-07-31T13:34:25Z", "hours": 7.1647, "text": "Aglang devlog #10 well this took a while. so, i came to the conclusion that an lsp server is kinda overkill, so, to make up for it, i decided to make an interactive lesson system on the website, like svelte! and well i didnt expect it to take 7 hours… i have to admit, it came out pretty good! they have code challenges, too :D anyways, for the autocomplete feature, ill still make it into the vscode extension (if i dont give up on that too) oh and i added shareable code in the web interpreter!"}, {"post_id": 37137, "ts": "2026-07-29T16:56:44Z", "hours": 4.7731, "text": "Aglang devlog #9 the windows compiler is here! and i can finally say GOD I HATE WINDOWS why was it so simple in linux with just a syscall and in windows to not pull my hair out i have to link c with the executable lmao but, a wise man once said: the past is gone, think about the future… or something like that idk while i worked on that, i ended up even fixing some problems too, so thats good. and i made the cli a bit prettier too, with spinners! in the meanwhile i was looking at lsp servers too, and they look… overly complicated… yep i guess i already did enough today not gonna get into allthat! see ya tomorrow!"}, {"post_id": 36932, "ts": "2026-07-29T10:32:25Z", "hours": 2.2236, "text": "Aglang devlog #9 there now is a compare statement in aglang! i had this idea for a while, but i thought it would make the language too easy… but i ended up making it anyway! together with it, i made labels too! so if, for example, you wanted to skip a section of code if the number 2 is bigger than 1, you would write it like so: 10?1; $ compare 2 (10 in binary) and 1 (still 1 in binary) $ ^.; $ if 2 is bigger, jump to label . (labels are can only be named with dots, it would have been to easy otherwise :) ) $ (other code...) ~.; $ define label . $ (do more stuff...) and this makes the fibonacci example easier, since now, instead of using counters in the stack, you can simply check if the current number isnt 233 and go back to a previous label. i still have to implement it in the web interpreter, but i guess it shouldnt take long! next step: windows compiler! (note: will probably require mingw to be installed)"}, {"post_id": 36386, "ts": "2026-07-28T13:43:11Z", "hours": 2.83, "text": "Aglang devlog #8 the first ship is done! but before getting to the actual devlog, i want to respond to some of the best feedback i got: why spend 29 (now 32) hours on a joke?: well, you see… uhh… next question please you should see a psychiatrist: i know thanks lmao and now, back to aglang developments! the first version of aglang is finally completed! i want to thank everybody for the feedback i received, it even gave me some ideas, thanks! in these 3 hours, i improved the website, so now instead of just the compiler it even has a full homepage with downloads: this was on my checklist for a while, but first i wanted to ship a first version to get some initial thoughts. next up for this project, i have a two ideas: conditionals and labels: i want to add a way of comparing registers/stack values/literals, and jump to a label or part of the program if that condition is met; with that, aglang would basically be a basic assembly language with a few restrictions windows compiler: the thing thats missing the most in the cli is a windows compiler, and since probably there are quite a few people that use windows more than linux :| and a few other things if i have the time: a vscode extension: this could have themes and docs on the side, minor stuff (i dont think anyone will use aglang in vscode) but idk i wanted to do it an lsp server: for autocompletions, error checking, etc… it could be integrated in more ides too"}, {"post_id": 28961, "ts": "2026-07-15T16:05:27Z", "hours": 3.3708, "text": "Aglang devlog #7 whooo! the documentation is done! im officially ready to ship! i finished writing the documentation and the repo readmes, and im ready to release this into the wild! the docs are availabe in the cli’s repo, but they’re linked in the website too. this took a few days, since i was working on another personal project, but im finally back !"}, {"post_id": 26651, "ts": "2026-07-11T16:17:08Z", "hours": 7.9264, "text": "Aglang devlog #6 the web interpreter is done! after almost 1000 lines of svelte and 8 hours of boredom, im happy to announce that the js implementation of the aglang interpreter is completed! it is now available at https://aglang.0xf1.dev (the dns changes might take some time to fully propagate, so if it isnt loading, it probably will in a few hours…) it is basically a 1:1 copy of the rust code, but prettier! ahem… because of the ui, not the code… and i even designed a logo for it! in it are all the valid characters in aglang. in the meanwhile, i fixed and refactored the loop system in both the js and rust versions. the next steps are writing the docs , preparing a good readme and then i can finally ship the project! see ya then! and p.s. i havent optimized the website for mobile, but i imagine nobody uses stardance on a smartphone, right?"}, {"post_id": 23735, "ts": "2026-07-06T21:08:00Z", "hours": 6.8822, "text": "Aglang devlog #5 no yeah im officially going crazy so, after a bit, the compiler is DONE! now it spits valid x86-64 asm and even automatically compiles it to an executable with gcc! and i even managed to make a fibonacci sequence example program! (it only computes numbers up to 144 since its the highest fibonacci number in the unsigned 8bit integer limit) but to make that, i had to spend HOURS thinking about how to do it. the problem was that in Aglang, you have 2 registers and a stack, and for that fibonacci program i couldnt make it print random ascii characters, but instead the actual numbers in the decimal system: for that i tried making loops that converted a number into the digits that composed it, buuuuut you still need the 2 registers to keep the fibonacci numbers you have! i even surrendered and tried asking gemini, but it would go absolutely CRAZY: it would give really long responses and contradict itself in the code… a bit of like when you ask an ai to give you the seahorse emoji. so, the ultimate solution was to implement a “numeric value” parameter to the stdout argument. therefore, now, if you write something like 01000001>\\#; you would get the actual 65 number instead of the character ‘A’ and all the problems would go to the compiler and assembly! but i dont care now, cus its DONE!!! the next steps, i think, should be making a js interpreter, so that the language can be tried online without downloading anything, so ill work on that tomorrow…"}, {"post_id": 22847, "ts": "2026-07-05T13:48:12Z", "hours": 2.2458, "text": "Aglang devlog #4 it was the comments IT HAD ALWAYS BEEN THE COMMENTS i think im about to go crazy, cuz im trying to manually write assembly to know that the compiler should write, and trying the basic alphabet loop i couldnt get it to work, no matter what it was always printing ▒ . i tried everything, i even managed to get SATAN ITSELF to write my output (check attached image)… but finally… i tried deleting the comments i put with the original aglang line… and it worked. i found out that the stdout token in aglang (“ \\ ”, i even have to write it twice here in the post because stardance has the same problem lmao) was making nasm think that i was trying to escape the newline after the comment, thus making the next assembly line part of the comment. as you can see from the logged time it literally took over 2 hours of my life because of a single backslash."}, {"post_id": 22303, "ts": "2026-07-04T18:16:35Z", "hours": 1.4739, "text": "Aglang devlog #3 so i uhh… kinda refactored everything? i realized that to make the compiler i had 2 options: make a separate project (and repo) integrate it in the existing interpreter the latter option made more sense, because since the project is small i can just split into two commands. so, after 1.30hrs, i managed to split and reorganize the code! now to run the aglang interpreter you can run: aglang run ./main.ag the next step is building the compiler itself, but ill leave that to tomorrow. (and i think itll just support linux elf64 x86-64 architectures, sorry arm friends!) oh wait! i forgot to tell y’all why the name “Aglang”! nothing special actually, “Ag” just stands for “Ugly” lmao"}, {"post_id": 22121, "ts": "2026-07-04T12:36:09Z", "hours": 4.2497, "text": "Aglang devlog #2 the interpreter is done faster than i expected and after some issues i settled on the syntax. ive added comments (kinda hated working on them), changed the input structure a little bit (now the input gets directly stored on the stack). the next step is building a compiler to x86-64 assembly, i dont think i’ll make it for other architectures. i guess it shouldnt be that hard since the language’s features are pretty similar to how assembly works ( obvious foreshadowing ) this example outputs every uppercase letter in the alphabet: 01000001>''; $ move 65 (A char in ascii) to reg2 $ 11010>:; $ push alphabet counter (from A to Z) into stack $ [ $ loop (ends when first value in stack is 0) $ ''>\\; $ output the letter $ 1010>\\; $ newline $ ''+1; $ add 1 to the ascii value to go to the next letter $ :>'; $ move counter to reg1 $ :!; $ pop old counter $ '-1; $ remove 1 from the counter $ '>:; $ push the updated counter to the stack $ ] (the text between the $ are comments)"}, {"post_id": 21635, "ts": "2026-07-03T17:57:37Z", "hours": 3.3219, "text": "Aglang devlog #1 i’m finally building a language! Aglang is an esoteric language (like brainf*ck) with 15 possible characters (not including the 0’s and 1’s of binary literals) where you are given two 8-bit registers and a stack: their values can be moved and deleted and arithmetic operations can be done with their respective characters. i’m currently building an interpreter in Rust, but i hope once im done with that to start creating a compiler to x86-64 assembly. i’ve attached a scheme made in KDE Drawy (i changed it like 8 times already) describing the language (sorry it’s in italian and my writing sucks), an aglang snippet and the parsed output in the interpreter."}]...
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Title: Aglang by @0xf1 | Stardance
Devlogs:
Aglan Title: Aglang by @0xf1 | Stardance
Devlogs:
Aglang devlog #1 i’m finally building a language! Aglang is an esoteric language (like brainf*ck) with 15 possible characters (not including the 0’s and 1’s of binary literals) where you are given two 8-bit registers and a stack: their values can be moved and deleted and arithmetic operations can be done with their respective characters. i’m currently building an interpreter in Rust, but i hope once im done with that to start creating a compiler to x86-64 assembly. i’ve attached a scheme made in KDE Drawy (i changed it like 8 times already) describing the language (sorry it’s in italian and my writing sucks), an aglang snippet and the parsed output in the interpreter.
Aglang devlog #2 the interpreter is done faster than i expected and after some issues i settled on the syntax. ive added comments (kinda hated working on them), changed the input structure a little bit (now the input gets directly stored on the stack). the next step is building a compiler to x86-64 assembly, i dont think i’ll make it for other architectures. i guess it shouldnt be that hard since the language’s features are pretty similar to how assembly works ( obvious foreshadowing ) this example outputs every uppercase letter in the alphabet: 01000001>''; $ move 65 (A char in ascii) to reg2 $ 11010>:; $ push alphabet counter (from A to Z) into stack $ [ $ loop (ends when first value in stack is 0) $ ''>\; $ output the letter $ 1010>\; $ newline $ ''+1; $ add 1 to the ascii value to go to the next letter $ :>'; $ move counter to reg1 $ :!; $ pop old counter $ '-1; $ remove 1 from the counter $ '>:; $ push the updated counter to the stack $ ] (the text between the $ are comments)
Aglang devlog #3 so i uhh… kinda refactored everything? i realized that to make the compiler i had 2 options: make a separate project (and repo) integrate it in the existing interpreter the latter option made more sense, because since the project is small i can just split into two commands. so, after 1.30hrs, i managed to split and reorganize the code! now to run the aglang interpreter you can run: aglang run ./main.ag the next step is building the compiler itself, but ill leave that to tomorrow. (and i think itll just support linux elf64 x86-64 architectures, sorry arm friends!) oh wait! i forgot to tell y’all why the name “Aglang”! nothing special actually, “Ag” just stands for “Ugly” lmao
Aglang devlog #4 it was the comments IT HAD ALWAYS BEEN THE COMMENTS i think im about to go crazy, cuz im trying to manually write assembly to know that the compiler should write, and trying the basic alphabet loop i couldnt get it to work, no matter what it was always printing ▒ . i tried everything, i even managed to get SATAN ITSELF to write my output (check attached image)… but finally… i tried deleting the comments i put with the original aglang line… and it worked. i found out that the stdout token in aglang (“ \ ”, i even have to write it twice here in the post because stardance has the same problem lmao) was making nasm think that i was trying to escape the newline after the comment, thus making the next assembly line part of the comment. as you can see from the logged time it literally took over 2 hours of my life because of a single backslash.
Aglang devlog #5 no yeah im officially going crazy so, after a bit, the compiler is DONE! now it spits valid x86-64 asm and even automatically compiles it to an executable with gcc! and i even managed to make a fibonacci sequence example program! (it only computes numbers up to 144 since its the highest fibonacci number in the unsigned 8bit integer limit) but to make that, i had to spend HOURS thinking about how to do it. the problem was that in Aglang, you have 2 registers and a stack, and for that fibonacci program i couldnt make it print random ascii characters, but instead the actual numbers in the decimal system: for that i tried making loops that converted a number into the digits that composed it, buuuuut you still need the 2 registers to keep the fibonacci numbers you have! i even surrendered and tried asking gemini, but it would go absolutely CRAZY: it would give really long responses and contradict itself in the code… a bit of like when you ask an ai to give you the seahorse emoji. so, the ultimate solution was to implement a “numeric value” parameter to the stdout argument. therefore, now, if you write something like 01000001>\#; you would get the actual 65 number instead of the character ‘A’ and all the problems would go to the compiler and assembly! but i dont care now, cus its DONE!!! the next steps, i think, should be making a js interpreter, so that the language can be tried online without downloading anything, so ill work on that tomorrow…
Aglang devlog #6 the web interpreter is done! after almost 1000 lines of svelte and 8 hours of boredom, im happy to announce that the js implementation of the aglang interpreter is completed! it is now available at https://aglang.0xf1.dev (the dns changes might take some time to fully propagate, so if it isnt loading, it probably will in a few hours…) it is basically a 1:1 copy of the rust code, but prettier! ahem… because of the ui, not the code… and i even designed a logo for it! in it are all the valid characters in aglang. in the meanwhile, i fixed and refactored the loop system in both the js and rust versions. the next steps are writing the docs , preparing a good readme and then i can finally ship the project! see ya then! and p.s. i havent optimized the website for mobile, but i imagine nobody uses stardance on a smartphone, right?
Aglang devlog #7 whooo! the documentation is done! im officially ready to ship! i finished writing the documentation and the repo readmes, and im ready to release this into the wild! the docs are availabe in the cli’s repo, but they’re linked in the website too. this took a few days, since i was working on another personal project, but im finally back !
Aglang devlog #8 the first ship is done! but before getting to the actual devlog, i want to respond to some of the best feedback i got: why spend 29 (now 32) hours on a joke?: well, you see… uhh… next question please you should see a psychiatrist: i know thanks lmao and now, back to aglang developments! the first version of aglang is finally completed! i want to thank everybody for the feedback i received, it even gave me some ideas, thanks! in these 3 hours, i improved the website, so now instead of just the compiler it even has a full homepage with downloads: this was on my checklist for a while, but first i wanted to ship a first version to get some initial thoughts. next up for this project, i have a two ideas: conditionals and labels: i want to add a way of comparing registers/stack values/literals, and jump to a label or part of the program if that condition is met; with that, aglang would basically be a basic assembly language with a few restrictions windows compiler: the thing thats missing the most in the cli is a windows compiler, and since probably there are quite a few people that use windows more than linux :| and a few other things if i have the time: a vscode extension: this could have themes and docs on the side, minor stuff (i dont think anyone will use aglang in vscode) but idk i wanted to do it an lsp server: for autocompletions, error checking, etc… it could be integrated in more ides too
Aglang devlog #9 there now is a compare statement in aglang! i had this idea for a while, but i thought it would make the language too easy… but i ended up making it anyway! together with it, i made labels too! so if, for example, you wanted to skip a section of code if the number 2 is bigger than 1, you would write it like so: 10?1; $ compare 2 (10 in binary) and 1 (still 1 in binary) $ ^.; $ if 2 is bigger, jump to label . (labels are can only be named with dots, it would have been to easy otherwise :) ) $ (other code...) ~.; $ define label . $ (do more stuff...) and this makes the fibonacci example easier, since now, instead of using counters in the stack, you can simply check if the current number isnt 233 and go back to a previous label. i still have to implement it in the web interpreter, but i guess it shouldnt take long! next step: windows compiler! (note: will probably require mingw to be installed)
Aglang devlog #9 the windows compiler is here! and i can finally say GOD I HATE WINDOWS why was it so simple in linux with just a syscall and in windows to not pull my hair out i have to link c with the executable lmao but, a wise man once said: the past is gone, think about the future… or something like that idk while i worked on that, i ended up even fixing some problems too, so thats good. and i made the cli a bit prettier too, with spinners! in the meanwhile i was looking at lsp servers too, and they look… overly complicated… yep i guess i already did enough today not gonna get into allthat! see ya tomorrow!
Aglang devlog #10 well this took a while. so, i came to the conclusion that an lsp server is kinda overkill, so, to make up for it, i decided to make an interactive lesson system on the website, like svelte! and well i didnt expect it to take 7 hours… i have to admit, it came out pretty good! they have code challenges, too :D anyways, for the autocomplete feature, ill still make it into the vscode extension (if i dont give up on that too) oh and i added shareable code in the web interpreter!
Aglang devlog #11 why did i decide to do this lmao. lets go in order: first of all, i added transpiling! currently, only C is supported as target, but i plan on adding python soon. it actually wasnt that hard, especially considering i basically never wrote C in my life. but this was the least interesting part of this devlog, cause i managed to optimize the compiler a bit! now this… this was hard. but now, when printing many characters in a row (like in the hello world example), instead of printing each character one by one, the full string gets stored in the .text (or .data on windows) section of the assembly and gets printed once! this reduced the size of the hello world program from ~1kb down to 633b, almost half! needless to say that this needed a few attempts… now the project’s folder looks kinda full… but oh well! and i can AGAIN say that GOD I HATE WINDOWS: it took a while to get shadow allocations right, especially since pushing to the stack in aglang means pushing to the stack in assembly too, so i had to keep track of where the old and original pointers were before allocating it. i fully expect this optimization to have some bugs, since i dont really trust the logic i wrote. i didnt add it in the transpile feature, since i imagine that modern c compilers optimize it on their own. now i promise that ill get to writing the vscode extension!
NOTE FOR THE SHIP: you dont have to try everything! even just the online interpreter is fine, it includes examples! Aglang devlog #12 im ready for the ship! i completed the vscode extension, and (for the third time) I. HATE. MICROSOFT. this might sound excessive, but anyone that ever tried reading their docs can surely understand, right? right…? but finally, after like 2 hours, i made the most basic of extensions! it has syntax highlighting (the thing that i wanted most) and a simple statement templating snippet. and now, i can pretty confidently say that aglang is completed! surely i wont abandon the project, that would just be a waste of the 50 hours i spent on this, but i consider the project to be mostly finished. see ya soon!
Ships:
hello! this is Aglang , my own esoteric language. an esoteric language (or esolang) is a language made as a joke or to be hard to use , like brainf*ck. my language is made to be really basic: you only have two 8bit registers , and a stack ; there are only 18 valid characters in Aglang, easy to remember, right? in the cli, i implemented both an interpreter (works everywhere) and a compiler (only x86-64 linux); a guide on installation and usage is in its readme, but if you dont want to install it, you can try Aglang in the web interpreter. this project is split into two repositories: the cli at https://github.com/0xF1dev/aglang (main repo) the web interpreter at https://github.com/0xF1dev/aglang-website the website includes some examples and a link to both repos and the documentation. the “Try project” button is linked to the web interpreter (if the domain doesnt work, use https://aglang-website.vercel.app/ ), while the “See source code” takes to the cli’s repository. and now, go crazy and write some code!
hello! this is aglang, my own esoteric language made to be similar to assembly. it offers 13 operators, and with those (almost) anything is possible! you can try aglang by either downloading the cli (in the repo the “Source code” button links to) or by using the online interpreter (“Try project” button). if you’re confused and want to learn aglang, try the new interactive course, available on the website in the “learn” section: it will guide you through everything the language can do in only 10 short lessons and exercises. the cli includes an interpreter, a C transpiler and a compiler (note: the compiler needs GCC to be installed)! if you want to develop aglang programs more easily, we even have a vscode extension, with syntax highlighting and statement templates that said, go on and try aglang! its easier than you would expect...
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1792990565.3880165
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1793076965.3880165
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30369
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My own site! by @laumax | Stardance
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laumax
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2
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0.66
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-03T20:31:16Z", "hours": 0.0, "multiplier": 1.24, "payout": 0, "blessing": "neutral", "text": "I changed the theme completely, i used comic sans as the font to make it more goofy, some UI elements from uiverse and custom cursor from one of those cursor sites. and changed the colors aswell to make it as silly looking as possible.", "repo": "https://github.com/LaurentMaxhuni/stardance-portfolio-website", "demo": "https://laurentmaxhuni.github.io/stardance-portfolio-website/"}, {"ship_num": 2, "ts": "2026-07-03T17:37:17Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I completed the “Personal site” mission on Stardance!", "repo": "https://github.com/LaurentMaxhuni/stardance-portfolio-website", "demo": "https://laurentmaxhuni.github.io/stardance-portfolio-website/"}]...
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[{"post_id": 22339, "ts": "202 [{"post_id": 22339, "ts": "2026-07-04T19:18:37Z", "hours": 0.6608, "text": "Made a set of visual updates to the portfolio to give it a more playful and distinctive look. I shifted the styling toward a boxy, cartoon-inspired design with bold outlines, stronger shadows, and more colorful section blocks. The layout was refined so the hero, about, and projects sections feel more expressive while still remaining simple to navigate. I also updated the project documentation to reflect the new direction of the site, making sure the README matches the current design and structure."}, {"post_id": 21733, "ts": "2026-07-03T20:30:42Z", "hours": 0.3553, "text": "I changed the theme completely, i used comic sans as the font to make it more goofy, some UI elements from uiverse and custom cursor from one of those cursor sites."}, {"post_id": 21615, "ts": "2026-07-03T17:33:57Z", "hours": 0.2839, "text": "I completed the “My own website” mission project successfully."}]...
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Title: My own site! by @laumax | Stardance
Devlog Title: My own site! by @laumax | Stardance
Devlogs:
I completed the “My own website” mission project successfully.
I changed the theme completely, i used comic sans as the font to make it more goofy, some UI elements from uiverse and custom cursor from one of those cursor sites.
Made a set of visual updates to the portfolio to give it a more playful and distinctive look. I shifted the styling toward a boxy, cartoon-inspired design with bold outlines, stronger shadows, and more colorful section blocks. The layout was refined so the hero, about, and projects sections feel more expressive while still remaining simple to navigate. I also updated the project documentation to reflect the new direction of the site, making sure the README matches the current design and structure.
Ships:
I completed the “Personal site” mission on Stardance!
I changed the theme completely, i used comic sans as the font to make it more goofy, some UI elements from uiverse and custom cursor from one of those cursor sites. and changed the colors aswell to make it as silly looking as possible....
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1792997475.8702068
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1793083875.8702068
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30413
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My very own WebOS by @Aryav | Stardance
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Aryav
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2
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0.59
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-04T19:27:21Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a WebOS called NexusOS startup screen. I fixed the readme and fixed the hosting.", "repo": "https://github.com/AGcoder1905/NexusOS", "demo": "https://nexus-os-gilt-two.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-04T12:53:02Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a startup page for my webOS called NexusOS. The most challenging thing was the CSS and i overcame that by searching up examples of it but the easy thing was writing the text in the window.", "repo": "https://github.com/AGcoder1905/NexusOS", "demo": "https://nexus-os-gilt-two.vercel.app/"}]...
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[{"post_id": 27116, "ts": "202 [{"post_id": 27116, "ts": "2026-07-12T11:57:58Z", "hours": 0.5858, "text": "i made the window in my WebOS movable"}, {"post_id": 22340, "ts": "2026-07-04T19:19:22Z", "hours": 0.3333, "text": "I wrote my Readme without using ai"}, {"post_id": 22125, "ts": "2026-07-04T12:45:38Z", "hours": 0.2944, "text": "I am making my very own WebOS called NexusOS"}]...
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Title: My very own WebOS by @Aryav | Stardance
De Title: My very own WebOS by @Aryav | Stardance
Devlogs:
I am making my very own WebOS called NexusOS
I wrote my Readme without using ai
i made the window in my WebOS movable
Ships:
I made a startup page for my webOS called NexusOS. The most challenging thing was the CSS and i overcame that by searching up examples of it but the easy thing was writing the text in the window.
I made a WebOS called NexusOS startup screen. I fixed the readme and fixed the hosting....
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1793054840.514702
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1793141240.514702
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30432
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My own site! by @blackbird | Stardance
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2
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29.0
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127
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-11T18:22:43Z", "hours": 14.0, "multiplier": 9.04, "payout": 127, "blessing": "neutral", "text": "The second version of the site is up. This one has added a new UI (as I had a lot of fun with the last one) that moves as the user scrolls. This UI is based on engineering blueprints, as that is the career I’m hoping to go into in the future. There were a few interesting bugs with page links that I’ve never encountered before, but that was sorted out pretty quickly.", "repo": "https://github.com/flyingchickensaucer/personal-website", "demo": "https://personal-website-kohl-theta.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-05T07:13:46Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished putting the site up. The whole thing’s made to look like an old star chart, mostly because I think they look cool. The constellation on the front is Corvus. There’s also a little clock that runs solar, sidereal, and dynamical time at once, which nobody actually needs except astrophysicists, but it’s cool.", "repo": "https://github.com/flyingchickensaucer/personal-website", "demo": "https://personal-website-kohl-theta.vercel.app/"}]...
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[{"post_id": 26710, "ts": "202 [{"post_id": 26710, "ts": "2026-07-11T17:40:20Z", "hours": 4.5483, "text": "The last of the edits are up! Most of the changes are just optimization and making sure that everything on the blueprint version of the site matches the star chart version without being the same. A few bugs popped up due to url linking issues, but those were fixed by swapping out the dev server, which was stripping trailing slashes so the blueprint pages kept using the star chart’s stylesheet. A secret 404 error page was also added, which will probably never pop up due to the site being so simple and unclicked-on."}, {"post_id": 25999, "ts": "2026-07-10T15:35:41Z", "hours": 6.4333, "text": "In this iteration, I added a lot of moving parts to the background, and all are up and spinning. There are still issues with the website not looking good on mobile and objects spinning the wrong way. There isn’t much to say, as it’s mostly just UI changes to make the background more intricate and add an image of a plane. To Do: make sure all the background elements spin the right way change the formatting for the rest of the pages switch out the plane image (it’s kind of ugly, I take suggestions)"}, {"post_id": 25779, "ts": "2026-07-10T07:26:45Z", "hours": 3.0639, "text": "I am starting a new UI in addition to my previous one, as I had a lot of fun with it. Here is currently a preview of it. The rest will take a very long time, but it likely won’t seem like much as it’s mostly just adding movement to the background. Some of the issues I have had include drawing out all the gears in the background and just figuring out a unique UI that both matches with the star chart one and reflects my interest in engineering. To Do: make the background gears turn as I scroll the page add more ui elements to the background give the ui a bit more warmth (the blue seems too cold)"}, {"post_id": 22637, "ts": "2026-07-05T05:57:48Z", "hours": 7.2603, "text": "There are minimal changes to the site, but also rather time-consuming ones. The main difference is the background, which required much trial and error. The clock section was also changed and the constellation fixed."}, {"post_id": 22215, "ts": "2026-07-04T16:05:24Z", "hours": 2.3575, "text": "The changes made in this iteration were mostly unnoticable small bugs. For one, the bar at the top was not leaving the page when I scrolled. This was of my own fault for adding a setting that I didn’t want. I changed the constellation to better fit, but it still needs tweaking. The three clocks for important astrophysics times were added. To Do: change clock position to a better place (I take suggestions!) add more to the background improve the star positioning for the constellation"}, {"post_id": 22019, "ts": "2026-07-04T08:10:07Z", "hours": 5.0661, "text": "This is a long overdue devlog. I spent about five hours with this project without even noticing time going by because I was so excited to make this cool new UI. Built out my personal site around a star-atlas-chart theme, with four pages: home, about, resume, and a “random stuff” page for small games and experiments. Got it deployed to GitHub and Vercel (Vercel was previously done already as this is a long term project). Still to do: Fix the constellation (Corvus is wrong and I need to recalculate the star positions) Figure out how to add sidereal time + UTC to the page Fix the top nav bar cause the links are hard to click right now Add more lines to the background so it seems written on"}]...
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Title: My own site! by @blackbird | Stardance
Dev Title: My own site! by @blackbird | Stardance
Devlogs:
This is a long overdue devlog. I spent about five hours with this project without even noticing time going by because I was so excited to make this cool new UI. Built out my personal site around a star-atlas-chart theme, with four pages: home, about, resume, and a “random stuff” page for small games and experiments. Got it deployed to GitHub and Vercel (Vercel was previously done already as this is a long term project). Still to do: Fix the constellation (Corvus is wrong and I need to recalculate the star positions) Figure out how to add sidereal time + UTC to the page Fix the top nav bar cause the links are hard to click right now Add more lines to the background so it seems written on
The changes made in this iteration were mostly unnoticable small bugs. For one, the bar at the top was not leaving the page when I scrolled. This was of my own fault for adding a setting that I didn’t want. I changed the constellation to better fit, but it still needs tweaking. The three clocks for important astrophysics times were added. To Do: change clock position to a better place (I take suggestions!) add more to the background improve the star positioning for the constellation
There are minimal changes to the site, but also rather time-consuming ones. The main difference is the background, which required much trial and error. The clock section was also changed and the constellation fixed.
I am starting a new UI in addition to my previous one, as I had a lot of fun with it. Here is currently a preview of it. The rest will take a very long time, but it likely won’t seem like much as it’s mostly just adding movement to the background. Some of the issues I have had include drawing out all the gears in the background and just figuring out a unique UI that both matches with the star chart one and reflects my interest in engineering. To Do: make the background gears turn as I scroll the page add more ui elements to the background give the ui a bit more warmth (the blue seems too cold)
In this iteration, I added a lot of moving parts to the background, and all are up and spinning. There are still issues with the website not looking good on mobile and objects spinning the wrong way. There isn’t much to say, as it’s mostly just UI changes to make the background more intricate and add an image of a plane. To Do: make sure all the background elements spin the right way change the formatting for the rest of the pages switch out the plane image (it’s kind of ugly, I take suggestions)
The last of the edits are up! Most of the changes are just optimization and making sure that everything on the blueprint version of the site matches the star chart version without being the same. A few bugs popped up due to url linking issues, but those were fixed by swapping out the dev server, which was stripping trailing slashes so the blueprint pages kept using the star chart’s stylesheet. A secret 404 error page was also added, which will probably never pop up due to the site being so simple and unclicked-on.
Ships:
Finished putting the site up. The whole thing’s made to look like an old star chart, mostly because I think they look cool. The constellation on the front is Corvus. There’s also a little clock that runs solar, sidereal, and dynamical time at once, which nobody actually needs except astrophysicists, but it’s cool.
The second version of the site is up. This one has added a new UI (as I had a lot of fun with the last one) that moves as the user scrolls. This UI is based on engineering blueprints, as that is the career I’m hoping to go into in the future. There were a few interesting bugs with page links that I’ve never encountered before, but that was sorted out pretty quickly....
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1793098035.4769666
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1793184435.4769666
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30527
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Bulldog by @CheezzyBoii | Stardance
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CheezzyBoii
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2
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3.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T20:12:10Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "My simple slackbot named bulldog acctualy working this time please take a look", "repo": "https://github.com/CheezzyBoii/Bulldog", "demo": "https://hackclub.enterprise.slack.com/archives/C0BFQ5WMUGN"}, {"ship_num": 2, "ts": "2026-07-07T02:52:57Z", "hours": 1.0, "multiplier": 1.46, "payout": 1, "blessing": "neutral", "text": "Nice slack bot with the nice name Bulldog damn he is tuff.", "repo": "https://github.com/CheezzyBoii/Bulldog", "demo": "https://hackclub.enterprise.slack.com/archives/C0BFQ5WMUGN"}]...
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[{"post_id": 29692, "ts": "202 [{"post_id": 29692, "ts": "2026-07-16T19:25:25Z", "hours": 0.6619, "text": "Addes /bulldog-yes-no it uses the api https://yesno.wtf to get a yes or no gif for the user"}, {"post_id": 24319, "ts": "2026-07-07T20:31:34Z", "hours": 1.5517, "text": "I worked on bulldog for 1 hour and 31 minutes adding a new slash command /bulldog-image which returns a random dog image. I thought that the read me needed to be updated to be actually useful and some other stuff."}, {"post_id": 23882, "ts": "2026-07-07T02:32:47Z", "hours": 1.0364, "text": "Just make the initial commit for my slack bot project"}]...
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Title: Bulldog by @CheezzyBoii | Stardance
Devlog Title: Bulldog by @CheezzyBoii | Stardance
Devlogs:
Just make the initial commit for my slack bot project
I worked on bulldog for 1 hour and 31 minutes adding a new slash command /bulldog-image which returns a random dog image. I thought that the read me needed to be updated to be actually useful and some other stuff.
Addes /bulldog-yes-no it uses the api https://yesno.wtf to get a yes or no gif for the user
Ships:
Nice slack bot with the nice name Bulldog damn he is tuff.
My simple slackbot named bulldog acctualy working this time please take a look...
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1793105716.3668957
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1793192116.3668957
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30534
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My first slack bot! by @akshajdewan102 | Stardance
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akshajdewan102
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2
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-06T01:00:39Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "shipped always-on bot, a slack bot that never clocks out. you slash it a command and it fires back a joke, a dice roll, a live cat fact, or an 8-ball verdict. i wrote it in javascript on @slack /bolt in socket mode, so it connects over an outbound websocket and skips the public-url handshake. the reply logic sits in one file as plain text-in, text-out functions with no slack code, which lets me unit-test the whole brain without a workspace (15 tests pass). it runs on hack club nest as a systemd service that restarts on crash and boots on startup, and it’s held a live connection for over a day. i gave it a status page and a health endpoint too, so there’s a url that proves it’s awake.", "repo": "https://github.com/Downbeatfoil/alwayson-slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BEUNSN51D?_gl=1*k537nj*_gcl_au*MjA3MzM4MjMzNy4xNzgzMjA1MTQz"}, {"ship_num": 2, "ts": "2026-07-04T21:29:10Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Always-On Slack Bot — shipped and running 24/7 Wanted to build a Slack bot that never goes offline and just answers whatever you throw at it. Got it done this week. I used JavaScript with Slack’s Bolt framework in Socket Mode, so the bot talks to Slack over a WebSocket instead of needing a public URL. It has 10 slash commands so far: /ao-help, /ao-joke, /ao-quote, a magic 8-ball, a coin flip, a dice roller, /ao-time, and /ao-catfact which pulls a random fact from a live API. I kept all the reply logic in its own file with zero Slack code in it, which let me write real unit tests for it (15 of them, all passing). The part I’m happiest with is the hosting. Rather than a free web host that falls asleep after a few minutes, I put it on Hack Club Nest as a systemd service. It auto-restarts if it crashes and comes back up on reboot, so it’s genuinely online around the clock. I also gave it a small status page so there’s a link you can actually open: https://bot.akshajdewan102.hackclub.app Things I learned the hard way: Nest containers are just plain Debian, so I had to apt install node and git myself before anything would run, and Socket Mode needs two separate tokens (a bot token and an app-level token) which took me a minute to figure out. Next up: a few more commands, and maybe a small database if I want it to remember anything between messages.", "repo": "https://github.com/Downbeatfoil/alwayson-slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BEUNSN51D?_gl=1*k537nj*_gcl_au*MjA3MzM4MjMzNy4xNzgzMjA1MTQz"}]...
|
[{"post_id": 23208, "ts": "202 [{"post_id": 23208, "ts": "2026-07-06T00:59:55Z", "hours": 0.3144, "text": "shipped always-on bot, a slack bot that never clocks out. you slash it a command and it fires back a joke, a dice roll, a live cat fact, or an 8-ball verdict. i wrote it in javascript on @slack /bolt in socket mode, so it connects over an outbound websocket and skips the public-url handshake. the reply logic sits in one file as plain text-in, text-out functions with no slack code, which lets me unit-test the whole brain without a workspace (15 tests pass). it runs on hack club nest as a systemd service that restarts on crash and boots on startup, and it’s held a live connection for over a day. i gave it a status page and a health endpoint too, so there’s a url that proves it’s awake."}, {"post_id": 22402, "ts": "2026-07-04T21:23:14Z", "hours": 0.3975, "text": "Always-On Slack Bot — shipped and running 24/7Wanted to build a Slack bot that never goes offline and just answers whatever you throw at it. Got it done this week.I used JavaScript with Slack’s Bolt framework in Socket Mode, so the bot talks to Slack over a WebSocket instead of needing a public URL. It has 10 slash commands so far: /ao-help, /ao-joke, /ao-quote, a magic 8-ball, a coin flip, a dice roller, /ao-time, and /ao-catfact which pulls a random fact from a live API. I kept all the reply logic in its own file with zero Slack code in it, which let me write real unit tests for it (15 of them, all passing).The part I’m happiest with is the hosting. Rather than a free web host that falls asleep after a few minutes, I put it on Hack Club Nest as a systemd service. It auto-restarts if it crashes and comes back up on reboot, so it’s genuinely online around the clock. I also gave it a small status page so there’s a link you can actually open: https://bot.akshajdewan102.hackclub.appThings I learned the hard way: Nest containers are just plain Debian, so I had to apt install node and git myself before anything would run, and Socket Mode needs two separate tokens (a bot token and an app-level token) which took me a minute to figure out.Next up: a few more commands, and maybe a small database if I want it to remember anything between messages."}]...
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Title: My first slack bot! by @akshajdewan102 | St Title: My first slack bot! by @akshajdewan102 | Stardance
Devlogs:
Always-On Slack Bot — shipped and running 24/7Wanted to build a Slack bot that never goes offline and just answers whatever you throw at it. Got it done this week.I used JavaScript with Slack’s Bolt framework in Socket Mode, so the bot talks to Slack over a WebSocket instead of needing a public URL. It has 10 slash commands so far: /ao-help, /ao-joke, /ao-quote, a magic 8-ball, a coin flip, a dice roller, /ao-time, and /ao-catfact which pulls a random fact from a live API. I kept all the reply logic in its own file with zero Slack code in it, which let me write real unit tests for it (15 of them, all passing).The part I’m happiest with is the hosting. Rather than a free web host that falls asleep after a few minutes, I put it on Hack Club Nest as a systemd service. It auto-restarts if it crashes and comes back up on reboot, so it’s genuinely online around the clock. I also gave it a small status page so there’s a link you can actually open: https://bot.akshajdewan102.hackclub.appThings I learned the hard way: Nest containers are just plain Debian, so I had to apt install node and git myself before anything would run, and Socket Mode needs two separate tokens (a bot token and an app-level token) which took me a minute to figure out.Next up: a few more commands, and maybe a small database if I want it to remember anything between messages.
shipped always-on bot, a slack bot that never clocks out. you slash it a command and it fires back a joke, a dice roll, a live cat fact, or an 8-ball verdict. i wrote it in javascript on @slack /bolt in socket mode, so it connects over an outbound websocket and skips the public-url handshake. the reply logic sits in one file as plain text-in, text-out functions with no slack code, which lets me unit-test the whole brain without a workspace (15 tests pass). it runs on hack club nest as a systemd service that restarts on crash and boots on startup, and it’s held a live connection for over a day. i gave it a status page and a health endpoint too, so there’s a url that proves it’s awake.
Ships:
Always-On Slack Bot — shipped and running 24/7 Wanted to build a Slack bot that never goes offline and just answers whatever you throw at it. Got it done this week. I used JavaScript with Slack’s Bolt framework in Socket Mode, so the bot talks to Slack over a WebSocket instead of needing a public URL. It has 10 slash commands so far: /ao-help, /ao-joke, /ao-quote, a magic 8-ball, a coin flip, a dice roller, /ao-time, and /ao-catfact which pulls a random fact from a live API. I kept all the reply logic in its own file with zero Slack code in it, which let me write real unit tests for it (15 of them, all passing). The part I’m happiest with is the hosting. Rather than a free web host that falls asleep after a few minutes, I put it on Hack Club Nest as a systemd service. It auto-restarts if it crashes and comes back up on reboot, so it’s genuinely online around the clock. I also gave it a small status page so there’s a link you can actually open: https://bot.akshajdewan102.hackclub.app Things I learned the hard way: Nest containers are just plain Debian, so I had to apt install node and git myself before anything would run, and Socket Mode needs two separate tokens (a bot token and an app-level token) which took me a minute to figure out. Next up: a few more commands, and maybe a small database if I want it to remember anything between messages.
shipped always-on bot, a slack bot that never clocks out. you slash it a command and it fires back a joke, a dice roll, a live cat fact, or an 8-ball verdict. i wrote it in javascript on @slack /bolt in socket mode, so it connects over an outbound websocket and skips the public-url handshake. the reply logic sits in one file as plain text-in, text-out functions with no slack code, which lets me unit-test the whole brain without a workspace (15 tests pass). it runs on hack club nest as a systemd service that restarts on crash and boots on startup, and it’s held a live connection for over a day. i gave it a status page and a health endpoint too, so there’s a url that proves it’s awake....
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1793098503.4994538
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1793184903.4994538
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30561
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No Let by @ethmarks | Stardance
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ethmarks
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2
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38.0
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499
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-09T00:10:21Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "No Let: a JS puzzle site where you aren’t allowed to use let or anything with mutable state. This second ship was about implementing the fantastic suggestions in the feedback I got from my first ship. I added anti-hardcoding checks to stop people from cheesing the puzzles I added two new levels, including a very difficult one I added confetti and visual feedback when a user completes a puzzle I added a favicon …Plus a handful of small tweaks and improvements I’m looking forward to reading the feedback I get this time :)", "repo": "https://github.com/ethmarks/nolet", "demo": "https://ethmarks.github.io/nolet/"}, {"ship_num": 2, "ts": "2026-07-09T21:55:18Z", "hours": 28.0, "multiplier": 18.96, "payout": 499, "blessing": "neutral", "text": "No Let is a JavaScript puzzle site where you have to use pure functional programming, which means that you aren’t allowed to use let variables or anything else with mutable state. I learned how to use QuickJS-emscripten, Prism code editor, and AcornJS, all of which are skills that I intend to reuse for later projects. I also learned a lot about pure functional programming itself while designing the puzzles. I’m especially proud of how the linter/test messages smoothly animate in and out. The animation itself was just a simple slide transition with Svelte, but in order to make it work I had to refactor and unify the error message generation into one big array, which was unexpectedly difficult.", "repo": "https://github.com/ethmarks/nolet", "demo": "https://ethmarks.github.io/nolet/"}]...
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[{"post_id": 64518, "ts": "202 [{"post_id": 64518, "ts": "2026-09-08T23:57:42Z", "hours": 0.6822, "text": "Final devlog before ship #2 I added difficulty ratings for each puzzle I moved the logic/linter output (aka the checklist) right above the “run” button because it makes more sense there I updated the README and added some screenshots"}, {"post_id": 63280, "ts": "2026-09-07T00:56:34Z", "hours": 2.1544, "text": "How the heck did this take 2 hours… All that I did in this devlog was improve the Conway’s Game of Life puzzle a bit. I rewrote some of the starter and solution code for simplicity (I can’t believe I forgot about the .flatMap() method), and I also wrote a bunch of comments that explain the starter code and solution code. Next, I think I’ll add a difficulty indicator for the puzzles. I think I’ll probably be ready to re-ship after that!"}, {"post_id": 60511, "ts": "2026-09-02T21:57:40Z", "hours": 4.1878, "text": "Hi! It’s been a while. Again. The highlight of this devlog is the new puzzle: Conway’s Game of Life. In the feedback on my first ship, several people mentioned that they wanted more challenging levels. Well, here ya go! This puzzle is much more complex, and it also doesn’t lend itself well to functional programming, so you have to get creative in order to make the linter happy. Personally, after I designed the puzzle and wrote the starter code, it took me over 45 minutes to write the solution code. It’s pretty difficult, so hopefully it’ll satisfy the users who want a challenge. I also made a few smaller changes: I removed dev.css’s light mode, because all the rest of my styling is meant for dark mode I set Maple Mono as the preferred font, but I intentionally made it only work if you already have Maple Mono installed, because I know that not everybody likes it I added a special message if you try to run empty code Next, I think I’ll start adding comments to some of the starter code and solution code. I think it’d be helpful for users who aren’t as familiar with JavaScript or function programming, so that they can more easily get acquainted with the starter code, and so that they can learn how the solution works if they choose to use it."}, {"post_id": 43738, "ts": "2026-08-09T04:43:58Z", "hours": 1.0986, "text": "I made a new puzzle! The puzzle involves implementing a Caesar cipher. That’s it, actually. It’s certainly not a very difficult puzzle, but it does contribute to puzzle variety. Also, do you notice the new favicon? No more Svelte logo!"}, {"post_id": 42385, "ts": "2026-08-07T02:27:16Z", "hours": 0.4897, "text": "…i think the user would have more feedback/satisfaction if upon completion, something else happens to let them know they successfully completed a puzzle, something like confetti, or even just the “run” button changing color/text When the puzzle states changes to “passed” (meaning the logic test and linter both passed) from some other status, I made it trigger a confetti effect via canvas-confetti and made the run button turn green. Next, I’m probably going to make a favicon."}, {"post_id": 42359, "ts": "2026-08-07T01:15:08Z", "hours": 0.4586, "text": "One thing: I can just cheese everything by changing the output manually. I recommend you use multiple test cases so i can not just type “return 6” and complete the task. I added secretInput values to the rest of the puzzles to fix the hardcoding cheese. I also mentioned the anti-hardcoding in the README. Next, I’m going to work on adding some confetti and whatnot for when the user’s code passes both the logic test and the linter."}, {"post_id": 41006, "ts": "2026-08-04T21:57:16Z", "hours": 0.7825, "text": "Hi again! It’s been a while. I’m coming back to No Let because when I shipped it the first time, the lovely people who rated it took the time to write really thoughtful feedback and suggest great actionable improvements. So i thought it’d be fun to implement your suggestions (and also I was bored). Here are some excerpts from the feedback I got: One thing: I can just cheese everything by changing the output manually. I recommend you use multiple test cases so i can not just type “return 6” and complete the task. Anyway, my biggest critique would be the lack of levels. I think that adding tiers of difficulty, along with 10-15 more levels would take this project to the highest possible level. …svelte favicon ;)… …i think the user would have more feedback/satisfaction if upon completion, something else happens to let them know they successfully completed a puzzle, something like confetti, or even just the “run” button changing color/text I intend to fix/implement each one of these. With the exception of the “10-15 levels” one; that’s a bit more than I’m willing to make, but I will add some new puzzles. So far, I’ve started implementing the first suggestion. I’m creating secretInput values for each puzzle, and in the test function, after it evaluates the input (which is publicly displayed), it runs the code again using the secretInput . If the code passes the input check but fails the secretInput check, it fails the logic test with this message: Failed secret anti-hardcoding check. You need to generalize your logic. I’ve only added secretInput s for two puzzles so far, so the work is still ongoing."}, {"post_id": 25055, "ts": "2026-07-09T00:36:32Z", "hours": 3.2028, "text": "I wrote the README and also fixed a minor performance bug. Because Prism code editor only initializes once Svelte finishes hydrating, there’s a delay of a few hundred milliseconds between when the page becomes visible and when the editor initializes. This caused a layout shift on each puzzle page, which was making Lighthouse take away a few points in the performance category. So I precalculated the height of each puzzle editor in advance and applied that minimum height to the placeholder text. This fixed the layout shift, so now Lighthouse gives the site perfect 100s in performance, best practices, and SEO, which is cool."}, {"post_id": 24392, "ts": "2026-07-07T22:22:32Z", "hours": 0.7942, "text": "I just added some error handling for infinite loops and infinite recursion. Before, if you wrote while (true) {} in the editor and pressed run, it would permanently lock up the UI and crash the browser tab. Now the logic test just interrupts the execution after 1000ms and fails your code for taking too long. Likewise, if you wrote const r=()=>r();r(); and ran it, QuickJS would silently throw an uncaught error and the logic test would be stuck at “Waiting…” forever. Now it just instantly fails the code because it recurses too deeply and QuickJS can’t execute it. I’m probably going to ship No Let soon, unless I have more puzzle ideas, find more bugs to patch, or think of more features to add."}, {"post_id": 23943, "ts": "2026-07-07T04:44:58Z", "hours": 3.4903, "text": "I spent the last 3.5 hours making a single puzzle. It’s the hardest puzzle yet and took the most time to create, and by a lot. The puzzle is called Headcount, and it involves extracting a total count from a deeply-nested data object. I considered using nested arrays instead, but that would have a pretty trivial solution: return input.flat(Infinity).length . JS has far fewer built-in utilities for manipulating objects than it does for arrays, so I figured that using objects would pose more of a challenge, which I think it does. You can play the new puzzle here: https://ethmarks.github.io/nolet/headcount ."}, {"post_id": 23703, "ts": "2026-07-06T20:13:38Z", "hours": 1.945, "text": "I added more puzzles and wrote a congrats page for users who finish the whole site. The congrats page finally gave me the excuse to reference xkcd 1312 , which I’d been dying to do since I started this project. Next, I just need to make more puzzles. I have 4 so far, which I don’t think is nearly enough. Puzzle design is really hard though."}, {"post_id": 23105, "ts": "2026-07-05T21:00:44Z", "hours": 11.4647, "text": "I’ve made a lot of progress since my last devlog. I’d say that No Let is basically feature-complete now. All that’s left to do is adding polish and creating a bunch more puzzles. You can try No Let right now at https://ethmarks.github.io/nolet/ . Here are some of the highlights of the changes in this devlog. I added the Output.svelte component that runs the logic test and the linter and outputs their results into a human-readable HTML list. I also made it use Svelte’s slide transition , which required a lot of refactoring . I made each puzzle a separate page. I was originally planning on making the site an SPA, but I decided that a MPA was probably a better fit. Because the puzzles are defined as classes and not as separate Svelte routes, I had to add a dynamic route. I’m using SvelteKit’s static adapter because I prefer static sites, but that meant that I had to tell SvelteKit which pages to prerender. I added description text and suggested solutions for each puzzle. The descriptions provide instructions, tips, and flavor text, and the solutions should keep users from getting stuck or frustrated. But most of the work I did has been refactors, fixes, and creating new puzzles."}, {"post_id": 22007, "ts": "2026-07-04T07:34:27Z", "hours": 6.9069, "text": "So my idea for this project is that it’s a JavaScript puzzle site which forces you to use pure functional programming , which means that you aren’t allowed to use let or anything else with mutable state. Basically, pure functional programming says that you should never ever reassign variables after you declare them. Ever. Because you can’t reassign variables, you also can’t increment counters, which means that it’s impossible to use for loops. The same logic applies to while loops, and to a few other things. These extremely restrictive self-imposed limitations force you to do things the functional programming way, which involves lambda calculus, recursive functions, currying, etc. I think that this project will have four main parts. I’ve been working on it for about 7 hours and I’ve made some good progress, but there’s still a lot to do. Running the user’s code and reading the result. I can just wrap quickjs-emscripten and remove a few built-in methods like Math.random() that are considered “impure” by functional programming because they’re non-deterministic. Linting the user’s code to check if it uses any banned syntax like let . I can use acornjs to parse the code into an AST, then applying a bunch of custom rules to it. Allowing the user to write their code. The conventional choice would be to use Monaco or CodeMirror, but they’re extremely heavy and I don’t like VSCode anyways, so I’m going with Prism code editor , which is much lighter and in my opinion nicer. Having puzzles for the user to complete. Each puzzle should have a test function that can check if the code logic is correct, and also should have some initial code that has correct logic but fails the linting because it uses let and whatnot. Right now I have minimal versions of parts 1, 2, and 3. They do work (mostly), but they’re missing features and don’t integrate well with each other."}]...
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Title: No Let by @ethmarks | Stardance
Devlogs:
S Title: No Let by @ethmarks | Stardance
Devlogs:
So my idea for this project is that it’s a JavaScript puzzle site which forces you to use pure functional programming , which means that you aren’t allowed to use let or anything else with mutable state. Basically, pure functional programming says that you should never ever reassign variables after you declare them. Ever. Because you can’t reassign variables, you also can’t increment counters, which means that it’s impossible to use for loops. The same logic applies to while loops, and to a few other things. These extremely restrictive self-imposed limitations force you to do things the functional programming way, which involves lambda calculus, recursive functions, currying, etc. I think that this project will have four main parts. I’ve been working on it for about 7 hours and I’ve made some good progress, but there’s still a lot to do. Running the user’s code and reading the result. I can just wrap quickjs-emscripten and remove a few built-in methods like Math.random() that are considered “impure” by functional programming because they’re non-deterministic. Linting the user’s code to check if it uses any banned syntax like let . I can use acornjs to parse the code into an AST, then applying a bunch of custom rules to it. Allowing the user to write their code. The conventional choice would be to use Monaco or CodeMirror, but they’re extremely heavy and I don’t like VSCode anyways, so I’m going with Prism code editor , which is much lighter and in my opinion nicer. Having puzzles for the user to complete. Each puzzle should have a test function that can check if the code logic is correct, and also should have some initial code that has correct logic but fails the linting because it uses let and whatnot. Right now I have minimal versions of parts 1, 2, and 3. They do work (mostly), but they’re missing features and don’t integrate well with each other.
I’ve made a lot of progress since my last devlog. I’d say that No Let is basically feature-complete now. All that’s left to do is adding polish and creating a bunch more puzzles. You can try No Let right now at https://ethmarks.github.io/nolet/ . Here are some of the highlights of the changes in this devlog. I added the Output.svelte component that runs the logic test and the linter and outputs their results into a human-readable HTML list. I also made it use Svelte’s slide transition , which required a lot of refactoring . I made each puzzle a separate page. I was originally planning on making the site an SPA, but I decided that a MPA was probably a better fit. Because the puzzles are defined as classes and not as separate Svelte routes, I had to add a dynamic route. I’m using SvelteKit’s static adapter because I prefer static sites, but that meant that I had to tell SvelteKit which pages to prerender. I added description text and suggested solutions for each puzzle. The descriptions provide instructions, tips, and flavor text, and the solutions should keep users from getting stuck or frustrated. But most of the work I did has been refactors, fixes, and creating new puzzles.
I added more puzzles and wrote a congrats page for users who finish the whole site. The congrats page finally gave me the excuse to reference xkcd 1312 , which I’d been dying to do since I started this project. Next, I just need to make more puzzles. I have 4 so far, which I don’t think is nearly enough. Puzzle design is really hard though.
I spent the last 3.5 hours making a single puzzle. It’s the hardest puzzle yet and took the most time to create, and by a lot. The puzzle is called Headcount, and it involves extracting a total count from a deeply-nested data object. I considered using nested arrays instead, but that would have a pretty trivial solution: return input.flat(Infinity).length . JS has far fewer built-in utilities for manipulating objects than it does for arrays, so I figured that using objects would pose more of a challenge, which I think it does. You can play the new puzzle here: https://ethmarks.github.io/nolet/headcount .
I just added some error handling for infinite loops and infinite recursion. Before, if you wrote while (true) {} in the editor and pressed run, it would permanently lock up the UI and crash the browser tab. Now the logic test just interrupts the execution after 1000ms and fails your code for taking too long. Likewise, if you wrote const r=()=>r();r(); and ran it, QuickJS would silently throw an uncaught error and the logic test would be stuck at “Waiting…” forever. Now it just instantly fails the code because it recurses too deeply and QuickJS can’t execute it. I’m probably going to ship No Let soon, unless I have more puzzle ideas, find more bugs to patch, or think of more features to add.
I wrote the README and also fixed a minor performance bug. Because Prism code editor only initializes once Svelte finishes hydrating, there’s a delay of a few hundred milliseconds between when the page becomes visible and when the editor initializes. This caused a layout shift on each puzzle page, which was making Lighthouse take away a few points in the performance category. So I precalculated the height of each puzzle editor in advance and applied that minimum height to the placeholder text. This fixed the layout shift, so now Lighthouse gives the site perfect 100s in performance, best practices, and SEO, which is cool.
Hi again! It’s been a while. I’m coming back to No Let because when I shipped it the first time, the lovely people who rated it took the time to write really thoughtful feedback and suggest great actionable improvements. So i thought it’d be fun to implement your suggestions (and also I was bored). Here are some excerpts from the feedback I got: One thing: I can just cheese everything by changing the output manually. I recommend you use multiple test cases so i can not just type “return 6” and complete the task. Anyway, my biggest critique would be the lack of levels. I think that adding tiers of difficulty, along with 10-15 more levels would take this project to the highest possible level. …svelte favicon ;)… …i think the user would have more feedback/satisfaction if upon completion, something else happens to let them know they successfully completed a puzzle, something like confetti, or even just the “run” button changing color/text I intend to fix/implement each one of these. With the exception of the “10-15 levels” one; that’s a bit more than I’m willing to make, but I will add some new puzzles. So far, I’ve started implementing the first suggestion. I’m creating secretInput values for each puzzle, and in the test function, after it evaluates the input (which is publicly displayed), it runs the code again using the secretInput . If the code passes the input check but fails the secretInput check, it fails the logic test with this message: Failed secret anti-hardcoding check. You need to generalize your logic. I’ve only added secretInput s for two puzzles so far, so the work is still ongoing.
One thing: I can just cheese everything by changing the output manually. I recommend you use multiple test cases so i can not just type “return 6” and complete the task. I added secretInput values to the rest of the puzzles to fix the hardcoding cheese. I also mentioned the anti-hardcoding in the README. Next, I’m going to work on adding some confetti and whatnot for when the user’s code passes both the logic test and the linter.
…i think the user would have more feedback/satisfaction if upon completion, something else happens to let them know they successfully completed a puzzle, something like confetti, or even just the “run” button changing color/text When the puzzle states changes to “passed” (meaning the logic test and linter both passed) from some other status, I made it trigger a confetti effect via canvas-confetti and made the run button turn green. Next, I’m probably going to make a favicon.
I made a new puzzle! The puzzle involves implementing a Caesar cipher. That’s it, actually. It’s certainly not a very difficult puzzle, but it does contribute to puzzle variety. Also, do you notice the new favicon? No more Svelte logo!
Hi! It’s been a while. Again. The highlight of this devlog is the new puzzle: Conway’s Game of Life. In the feedback on my first ship, several people mentioned that they wanted more challenging levels. Well, here ya go! This puzzle is much more complex, and it also doesn’t lend itself well to functional programming, so you have to get creative in order to make the linter happy. Personally, after I designed the puzzle and wrote the starter code, it took me over 45 minutes to write the solution code. It’s pretty difficult, so hopefully it’ll satisfy the users who want a challenge. I also made a few smaller changes: I removed dev.css’s light mode, because all the rest of my styling is meant for dark mode I set Maple Mono as the preferred font, but I intentionally made it only work if you already have Maple Mono installed, because I know that not everybody likes it I added a special message if you try to run empty code Next, I think I’ll start adding comments to some of the starter code and solution code. I think it’d be helpful for users who aren’t as familiar with JavaScript or function programming, so that they can more easily get acquainted with the starter code, and so that they can learn how the solution works if they choose to use it.
How the heck did this take 2 hours… All that I did in this devlog was improve the Conway’s Game of Life puzzle a bit. I rewrote some of the starter and solution code for simplicity (I can’t believe I forgot about the .flatMap() method), and I also wrote a bunch of comments that explain the starter code and solution code. Next, I think I’ll add a difficulty indicator for the puzzles. I think I’ll probably be ready to re-ship after that!
Final devlog before ship #2 I added difficulty ratings for each puzzle I moved the logic/linter output (aka the checklist) right above the “run” button because it makes more sense there I updated the README and added some screenshots
Ships:
No Let is a JavaScript puzzle site where you have to use pure functional programming, which means that you aren’t allowed to use let variables or anything else with mutable state. I learned how to use QuickJS-emscripten, Prism code editor, and AcornJS, all of which are skills that I intend to reuse for later projects. I also learned a lot about pure functional programming itself while designing the puzzles. I’m especially proud of how the linter/test messages smoothly animate in and out. The animation itself was just a simple slide transition with Svelte, but in order to make it work I had to refactor and unify the error message generation into one big array, which was unexpectedly difficult.
No Let: a JS puzzle site where you aren’t allowed to use let or anything with mutable state. This second ship was about implementing the fantastic suggestions in the feedback I got from my first ship. I added anti-hardcoding checks to stop people from cheesing the puzzles I added two new levels, including a very difficult one I added confetti and visual feedback when a user completes a puzzle I added a favicon …Plus a handful of small tweaks and improvements I’m looking forward to reading the feedback I get this time :)...
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1792993885.3627887
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1793080285.3627887
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30562
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My very own WebOS by @akshajdewan102 | Stardance
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akshajdewan102
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2
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1.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T04:08:21Z", "hours": 0.0, "multiplier": 3.11, "payout": 1, "blessing": "neutral", "text": "gave akshOS a proper visual overhaul. redid the whole css so it’s got a warm paper look now, cream background with a dotted grid, thick black borders, and hard shadows behind the windows instead of the soft blurry ones. put it on space grotesk and space mono and made everything lowercase. added two apps too. paint is a little canvas with a color palette, brush sizes, an eraser and a save-to-png button. and you can right-click the desktop to drop a sticky note now, drag it wherever, and it’s still there when you come back. threw a couple easter eggs in the terminal too, try sudo. also rewrote the readme so it actually explains the thing. play with it here: https://downbeatfoil.github.io/webos/", "repo": "https://github.com/Downbeatfoil/webos", "demo": "https://downbeatfoil.github.io/webos/"}, {"ship_num": 2, "ts": "2026-07-04T22:12:19Z", "hours": 1.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "AkshOS — my operating system that runs in the browser 🪟 I built a little desktop OS that lives entirely in a web page — no installs, no accounts, just open the link. It boots to a lock screen with my name, then drops you onto a desktop with draggable, resizable windows and a taskbar, exactly like a real OS. The apps all actually work: a Terminal with real commands (help, whoami, date, open, theme, joke), a Notepad that autosaves to your browser, a Calculator, a file explorer, a clock, and — my favorite part — a built-in Snake game that saves your high score. There’s also a theme switcher with 6 wallpapers that remembers your pick between visits. It’s all vanilla HTML/CSS/JS with no frameworks, so the whole thing is just three files. The trickiest bug was an invisible boot overlay that was silently swallowing every click until I realized the hidden attribute was losing to a CSS rule — one line fixed it. Try it yourself (no password, works on any browser): https://downbeatfoil.github.io/webos/", "repo": "https://github.com/Downbeatfoil/webos", "demo": "https://downbeatfoil.github.io/webos/"}]...
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[{"post_id": 22596, "ts": "202 [{"post_id": 22596, "ts": "2026-07-05T04:08:01Z", "hours": 0.3047, "text": "gave akshOS a proper visual overhaul. redid the whole css so it’s got a warm paper look now, cream background with a dotted grid, thick black borders, and hard shadows behind the windows instead of the soft blurry ones. put it on space grotesk and space mono and made everything lowercase.added two apps too. paint is a little canvas with a color palette, brush sizes, an eraser and a save-to-png button. and you can right-click the desktop to drop a sticky note now, drag it wherever, and it’s still there when you come back. threw a couple easter eggs in the terminal too, try sudo.also rewrote the readme so it actually explains the thing. play with it here: https://downbeatfoil.github.io/webos/"}, {"post_id": 22440, "ts": "2026-07-04T22:11:44Z", "hours": 0.5408, "text": "AkshOS — my operating system that runs in the browser 🪟I built a little desktop OS that lives entirely in a web page — no installs, no accounts, just open the link. It boots to a lock screen with my name, then drops you onto a desktop with draggable, resizable windows and a taskbar, exactly like a real OS. The apps all actually work: a Terminal with real commands (help, whoami, date, open, theme, joke), a Notepad that autosaves to your browser, a Calculator, a file explorer, a clock, and — my favorite part — a built-in Snake game that saves your high score. There’s also a theme switcher with 6 wallpapers that remembers your pick between visits. It’s all vanilla HTML/CSS/JS with no frameworks, so the whole thing is just three files. The trickiest bug was an invisible boot overlay that was silently swallowing every click until I realized the hidden attribute was losing to a CSS rule — one line fixed it. Try it yourself (no password, works on any browser): https://downbeatfoil.github.io/webos/"}]...
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Title: My very own WebOS by @akshajdewan102 | Star Title: My very own WebOS by @akshajdewan102 | Stardance
Devlogs:
AkshOS — my operating system that runs in the browser 🪟I built a little desktop OS that lives entirely in a web page — no installs, no accounts, just open the link. It boots to a lock screen with my name, then drops you onto a desktop with draggable, resizable windows and a taskbar, exactly like a real OS. The apps all actually work: a Terminal with real commands (help, whoami, date, open, theme, joke), a Notepad that autosaves to your browser, a Calculator, a file explorer, a clock, and — my favorite part — a built-in Snake game that saves your high score. There’s also a theme switcher with 6 wallpapers that remembers your pick between visits. It’s all vanilla HTML/CSS/JS with no frameworks, so the whole thing is just three files. The trickiest bug was an invisible boot overlay that was silently swallowing every click until I realized the hidden attribute was losing to a CSS rule — one line fixed it. Try it yourself (no password, works on any browser): https://downbeatfoil.github.io/webos/
gave akshOS a proper visual overhaul. redid the whole css so it’s got a warm paper look now, cream background with a dotted grid, thick black borders, and hard shadows behind the windows instead of the soft blurry ones. put it on space grotesk and space mono and made everything lowercase.added two apps too. paint is a little canvas with a color palette, brush sizes, an eraser and a save-to-png button. and you can right-click the desktop to drop a sticky note now, drag it wherever, and it’s still there when you come back. threw a couple easter eggs in the terminal too, try sudo.also rewrote the readme so it actually explains the thing. play with it here: https://downbeatfoil.github.io/webos/
Ships:
AkshOS — my operating system that runs in the browser 🪟 I built a little desktop OS that lives entirely in a web page — no installs, no accounts, just open the link. It boots to a lock screen with my name, then drops you onto a desktop with draggable, resizable windows and a taskbar, exactly like a real OS. The apps all actually work: a Terminal with real commands (help, whoami, date, open, theme, joke), a Notepad that autosaves to your browser, a Calculator, a file explorer, a clock, and — my favorite part — a built-in Snake game that saves your high score. There’s also a theme switcher with 6 wallpapers that remembers your pick between visits. It’s all vanilla HTML/CSS/JS with no frameworks, so the whole thing is just three files. The trickiest bug was an invisible boot overlay that was silently swallowing every click until I realized the hidden attribute was losing to a CSS rule — one line fixed it. Try it yourself (no password, works on any browser): https://downbeatfoil.github.io/webos/
gave akshOS a proper visual overhaul. redid the whole css so it’s got a warm paper look now, cream background with a dotted grid, thick black borders, and hard shadows behind the windows instead of the soft blurry ones. put it on space grotesk and space mono and made everything lowercase. added two apps too. paint is a little canvas with a color palette, brush sizes, an eraser and a save-to-png button. and you can right-click the desktop to drop a sticky note now, drag it wherever, and it’s still there when you come back. threw a couple easter eggs in the terminal too, try sudo. also rewrote the readme so it actually explains the thing. play with it here: https://downbeatfoil.github.io/webos/...
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1793000970.4005568
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1793087370.4005568
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30611
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cookie bott by @snowwy | Stardance
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snowwy
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2
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0.0
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0
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-05T11:17:19Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "2nd time lol wt changed?? fixed give command i was making it like discord handle, I WAS DUM AND FORGOT TO GIVE BOT TO READ THE REACTIONS :CRY: soo now it fixed and alsooo dont forget i fixed the demo link", "repo": "https://gitlab.com/snowwysillycat/hackclub-cookiebot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BF9V58H7T"}, {"ship_num": 2, "ts": "2026-07-04T20:11:54Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "and weeeeeeeee 28min later on this random code and we back lol ma first project on hackclub that isk if it work or no loool :3 its dum bot that read reactions and give cookies and database in .json file looll and im not even sure if reacting work….", "repo": "https://gitlab.com/snowwysillycat/hackclub-cookiebot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BF9V58H7T"}]...
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[{"post_id": 22776, "ts": "202 [{"post_id": 22776, "ts": "2026-07-05T11:14:54Z", "hours": 0.385, "text": "and wee backk 😭 there was sm bugs needed fix like give cookies and reaction sooo i fixeddd it lol and fixed the demo link to the channel name ooooOOOOooOOO sooo after this dev post i will post as it finished AGAINN but ig this time it actually working lol"}, {"post_id": 22184, "ts": "2026-07-04T14:47:48Z", "hours": 0.4753, "text": "i made a dum bot for cookies idea came from my old project but i said why not make it into slack bot and only for cookies i made da bot and its on gitlab going to nest soon. if anyone have time to test if bot read the reaction and give cookies pls dm me on slack"}]...
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Title: cookie bott by @snowwy | Stardance
Devlogs Title: cookie bott by @snowwy | Stardance
Devlogs:
i made a dum bot for cookies idea came from my old project but i said why not make it into slack bot and only for cookies i made da bot and its on gitlab going to nest soon. if anyone have time to test if bot read the reaction and give cookies pls dm me on slack
and wee backk 😭 there was sm bugs needed fix like give cookies and reaction sooo i fixeddd it lol and fixed the demo link to the channel name ooooOOOOooOOO sooo after this dev post i will post as it finished AGAINN but ig this time it actually working lol
Ships:
and weeeeeeeee 28min later on this random code and we back lol ma first project on hackclub that isk if it work or no loool :3 its dum bot that read reactions and give cookies and database in .json file looll and im not even sure if reacting work….
2nd time lol wt changed?? fixed give command i was making it like discord handle, I WAS DUM AND FORGOT TO GIVE BOT TO READ THE REACTIONS :CRY: soo now it fixed and alsooo dont forget i fixed the demo link...
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1793066088.353827
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1793152488.353827
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30641
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Gun's Skyblock Mod by @GunRattler28 | Stardanc Gun's Skyblock Mod by @GunRattler28 | Stardance...
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GunRattler28
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2
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43.0
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490
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-26T23:16:58Z", "hours": 30.0, "multiplier": 12.75, "payout": 386, "blessing": "neutral", "text": "I added a custom enderchest UI !!! To see a video showcasing all the features so far go to my website and scroll down til you see the section about the mod", "repo": "https://github.com/GunRattler28/Skyblock-Mod", "demo": "https://github.com/GunRattler28/Guns-Skyblock-Mod/releases"}, {"ship_num": 2, "ts": "2026-07-06T21:07:12Z", "hours": 13.0, "multiplier": 8.8, "payout": 104, "blessing": "neutral", "text": "I created a mod that runs on minecraft 26.2 using fabric. I found this quite challenging since I have low experience with Java as a language but it was so satisfying when I managed to make it work. So far it has: Item Prices (bazaar and lbin) Slot locking (Tap L to lock slot. Locked items can’t be moved or dropped) Custom Scoreboard (Custom scoreboard with a modern pop. Also shows bank balance which isn’t shown by default scoreboard)", "repo": "https://github.com/GunRattler28/Skyblock-Mod", "demo": "https://github.com/GunRattler28/Guns-Skyblock-Mod/releases"}]...
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[{"post_id": 35202, "ts": "202 [{"post_id": 35202, "ts": "2026-07-26T13:59:54Z", "hours": 1.5242, "text": "Tooltips now show when hovering over items in enderchest UI"}, {"post_id": 29690, "ts": "2026-07-16T19:21:01Z", "hours": 6.8356, "text": "Managed to get the enderchest UI to actually display the amount of items in the stack. Click handling is so much cleaner now…."}, {"post_id": 26696, "ts": "2026-07-11T17:15:03Z", "hours": 10.0247, "text": "I’ve improved my enderchest UI (still have to add backpack UI) but its a bit buggy right now. Working on improving it by not being stupid and just using the functions mojang provided. Idk why I didn’t before lol"}, {"post_id": 25254, "ts": "2026-07-09T12:11:43Z", "hours": 10.2722, "text": "I found that the storage gui felt old and boring and so I made my own. If you click on Ender Chest it runs the /ec 1 command to open the first ender chest page. You can use the buttons that are built into it to go to over pages. The numbers correspond to backpacks. Clicking 1 does /bp 1. (Took a long time because it was supposed to look like firmaments where it is all the pages shown at once but I couldn’t do that)"}, {"post_id": 24039, "ts": "2026-07-07T10:13:42Z", "hours": 1.5456, "text": "I realised a crucial error! Slot locking wasn’t permanent. After an hour and a half of hard work I’ve managed to make slot locking permanent. Now whenever a slot is locked the slot number is written into a file that lives in the config file of minecraft folder. When the slot is unlocked it is deleted from the file. I had to spend a while making sure that it only locks slots when on Hypixel Skyblock but now when you join, it reads all the slots in the file and locks those slots."}, {"post_id": 23731, "ts": "2026-07-06T21:00:50Z", "hours": 6.3661, "text": "Custom scoreboard. I thought that the default scoreboard looked pretty dull. It had a lack of colours, boring font, no pop so I added my own custom scoreboard. I used ‘§’ quite a lot to change how the text looked. Overall, I am quite pleased with how it turned out. (I had to change to a random ironman coop profile I’m part of so that I could show that it shows objectives). It works by having a file which reads data from tab (which has the bank and other details) and another file which reads from the default tab (We can’t see the default tab but it’s data still exists)"}, {"post_id": 22860, "ts": "2026-07-05T14:04:40Z", "hours": 3.3711, "text": "Slot locking. I’ve always had a problem of dropping items when changing tabs as alt is my drop key (as i said last time) so i added slot locking. Pressing L whilst hovering over an item in your inventory locks the slot. When a slot is locked the item inside it can’t be picked up or dropped (this includes when inventory is closed). Trying to drop an item which is slot locked will result in a message which only you can see that tells you the slot is locked. The slot can be unlocked by pressing L while hovering over it again. When your inventory is open a translucent lock icon is over whichever items / slots are locked. How it works: When i go to drop and item, it checks whether the slot the item is in is locked. If it is then it cancels the drop. Same logic applies when trying to move it around in my inventory with mouse"}, {"post_id": 22452, "ts": "2026-07-04T22:25:29Z", "hours": 2.6569, "text": "Items now show prices when hovering over them. Insta sell and insta buy for bazaar items and lbin for ah items. (removed things from inventory because alt is my drop key and was scared to drop item when alt tabbing)"}, {"post_id": 22157, "ts": "2026-07-04T14:03:31Z", "hours": 0.4828, "text": "Managed to set up the base stuff so now I can open minecraft from VS Code and be logged into my account and join hypixel. This will be ESSENTIAL in helping me develop the mod"}]...
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Title: Gun's Skyblock Mod by @GunRattler28 | S Title: Gun's Skyblock Mod by @GunRattler28 | Stardance
Devlogs:
Managed to set up the base stuff so now I can open minecraft from VS Code and be logged into my account and join hypixel. This will be ESSENTIAL in helping me develop the mod
Items now show prices when hovering over them. Insta sell and insta buy for bazaar items and lbin for ah items. (removed things from inventory because alt is my drop key and was scared to drop item when alt tabbing)
Slot locking. I’ve always had a problem of dropping items when changing tabs as alt is my drop key (as i said last time) so i added slot locking. Pressing L whilst hovering over an item in your inventory locks the slot. When a slot is locked the item inside it can’t be picked up or dropped (this includes when inventory is closed). Trying to drop an item which is slot locked will result in a message which only you can see that tells you the slot is locked. The slot can be unlocked by pressing L while hovering over it again. When your inventory is open a translucent lock icon is over whichever items / slots are locked. How it works: When i go to drop and item, it checks whether the slot the item is in is locked. If it is then it cancels the drop. Same logic applies when trying to move it around in my inventory with mouse
Custom scoreboard. I thought that the default scoreboard looked pretty dull. It had a lack of colours, boring font, no pop so I added my own custom scoreboard. I used ‘§’ quite a lot to change how the text looked. Overall, I am quite pleased with how it turned out. (I had to change to a random ironman coop profile I’m part of so that I could show that it shows objectives). It works by having a file which reads data from tab (which has the bank and other details) and another file which reads from the default tab (We can’t see the default tab but it’s data still exists)
I realised a crucial error! Slot locking wasn’t permanent. After an hour and a half of hard work I’ve managed to make slot locking permanent. Now whenever a slot is locked the slot number is written into a file that lives in the config file of minecraft folder. When the slot is unlocked it is deleted from the file. I had to spend a while making sure that it only locks slots when on Hypixel Skyblock but now when you join, it reads all the slots in the file and locks those slots.
I found that the storage gui felt old and boring and so I made my own. If you click on Ender Chest it runs the /ec 1 command to open the first ender chest page. You can use the buttons that are built into it to go to over pages. The numbers correspond to backpacks. Clicking 1 does /bp 1. (Took a long time because it was supposed to look like firmaments where it is all the pages shown at once but I couldn’t do that)
I’ve improved my enderchest UI (still have to add backpack UI) but its a bit buggy right now. Working on improving it by not being stupid and just using the functions mojang provided. Idk why I didn’t before lol
Managed to get the enderchest UI to actually display the amount of items in the stack. Click handling is so much cleaner now….
Tooltips now show when hovering over items in enderchest UI
Ships:
I created a mod that runs on minecraft 26.2 using fabric. I found this quite challenging since I have low experience with Java as a language but it was so satisfying when I managed to make it work. So far it has: Item Prices (bazaar and lbin) Slot locking (Tap L to lock slot. Locked items can’t be moved or dropped) Custom Scoreboard (Custom scoreboard with a modern pop. Also shows bank balance which isn’t shown by default scoreboard)
I added a custom enderchest UI !!! To see a video showcasing all the features so far go to my website and scroll down til you see the section about the mod...
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1792832013.0259128
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1793696013.0259128
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30659
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WarioWare Game by @rosandrox | Stardance
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rosandrox
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2
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16.0
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83
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-16T20:24:09Z", "hours": 7.0, "multiplier": 11.87, "payout": 83, "blessing": "neutral", "text": "https://prodevmod.itch.io/retrominigames Here is my final warioware game I am proud of it (v3.0 coming soon): In this version I implemented: A training mode for free access to all levels without any loser or winner screens Two new Levels Level 4: The collecting game: Dont let any console hit the ground use arrow keys (no jump available) Level 5: A streetfighter low quality knockoff: The pc in the hard mode is kinda chalenging I guess. Use z to shoot projectile and x to punch! Custom sprites and bgs: *I worked on making a more user friendly enviornment UI enhancment Better UI and UX with custom font and buttons I customised", "repo": "https://github.com/prodevmod/MyWarioWareGame", "demo": "https://prodevmod.itch.io/retrominigames"}, {"ship_num": 2, "ts": "2026-08-14T14:52:53Z", "hours": 9.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Finished the WarioWare game I dont have much to add bcs most of it was guided and I didnt have prior experience w/ godot so here are all the game features: Menus & Navigation Title Screen / Main Menu: A classic Main menu with Start Game, Settings, and Qui* options. Settings Screen: 2 toggle buttons and a Back button: Easy, Medium, and Hard modes and switch Music On/Off. Timer Screen: A scene to transition between Levels. minigames (3 Total) Minigame 1: Collect All the Batteries! Minigame 2: A clicker minigame! Minigame 3: Flappy Bird Style game with my sprites which features a scrolling background and challenging gaps to navigate through. Progression & Difficulty System Modes: Three distinct difficulty settings (Easy, Medium, and Hard) that scale game parameters (like timer duration and speed). Lives System: Players start with 5 hearts. Failing minigames reduces your life by 1. Win/Loss Conditions: Complete all 3 minigames to reach the victory screen, or run out of lives to trigger the game over sequence. About flappy bird+ I made a 2d node called tubes added 2 mesh instances i then customized to look like brick poles and I added an Area2d with 2 collision shapes 2d atached.I attached that node a script that moves the entire node left at a constant speed of 250 and detected if the custom character2d I made (the one with the jetpack) collided with the poles and then emits a signal which is caught by the main script and is handled like a lose condition in every other minigame! the gravity is a constant speed added to the velocity.y of the caharacter and the rest is basically boillerplate", "repo": "https://github.com/prodevmod/MyWarioWareGame", "demo": "https://prodevmod.itch.io/retrominigames"}]...
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[{"post_id": 48456, "ts": "202 [{"post_id": 48456, "ts": "2026-08-16T20:11:32Z", "hours": 0.9347, "text": "I added More sprites and bgs!! Take a look!I am shipping ts I ain’t gatekeeping no more!!"}, {"post_id": 48358, "ts": "2026-08-16T17:48:57Z", "hours": 2.8264, "text": "Bro I Finished level 5!TS is peak Take a look at the play through and the screenshots!! In this session I: Added custom Font and replaced the classic one Added a 5th minigame 1vs1 Streetfighter low quality inspired PC enemy logic that gets better the Harder the mode you have on. 20-17 minutes for the acual game depending on mode X button for punch Z button for superpower named kick Health bars"}, {"post_id": 48122, "ts": "2026-08-16T12:37:37Z", "hours": 1.0028, "text": "Just finished Practice mode implementation and I started working on Level 5 (ts gonna be peak) follow me to see final project.(after finishing Level 5 and making some UI I am gonna ship.Plus I changed basically the whole game structure so that someone can practice on only one level and not have to finish the rest levels to re enter practice-mode!"}, {"post_id": 48047, "ts": "2026-08-16T10:25:11Z", "hours": 2.2453, "text": "So I basically added a 4th minigame that is the flappy bird in horizontal inspired my garfield game i used to play on friv in 2020. You basically have to catch all the retro consoles and lot any fall to the ground I ll add more consoles before re-publishing the game.Now I will be brainstorming for what should be my 5th minigame while adding a practice interface for users and to make it easier for me to test the game!!! 1hr of the 2 I logged is me drawing btw!"}, {"post_id": 46925, "ts": "2026-08-14T14:18:01Z", "hours": 0.8806, "text": "So I play tested the shi out of the game and found many dumb mistakes I had made. ex. When you pressed the music off or on button the gamemode would change too! I added some comments to the code so in a few weeks wen I try WarioWare 2 and I have forgotten everything about godot I ll have something to remind me the code’s functionality and structure.I look forward to updating this game and creating who knows how many minigames but regardless the final stats are: -3 minigames -Winner/Loser screen with navigation buttons and custom text All the sprites I made A title_screen with start/settings/quit options -A settings screen with mode toggle/music toggle+ back button A timer_screen for transitioning in between levels That’s All read my readme for more info!!!!"}, {"post_id": 46839, "ts": "2026-08-14T11:18:39Z", "hours": 0.8858, "text": "I finished all the other screens and also adde music so: -I Made the settings scene -I made a game_over_scene and a winner_scene Added Music tracks Added easy-medium and hard modes -Added music toggle I think I am ready to ship"}, {"post_id": 46791, "ts": "2026-08-14T09:21:21Z", "hours": 1.685, "text": "Soooooooooooo I made a flappy bird game with scrolling background and chalenging gaps I have now a total of 3 minigames.In this session: -I made Flappy bird I am thinkin of staying at 3 minigames so that I can unlock warioware 2 and see if there is any guide I cn follow to make the coding easier and then reach 5 minigames.In the nex session I will make the settings screen along with the winner and loser screens!"}, {"post_id": 46611, "ts": "2026-08-13T23:35:28Z", "hours": 1.8622, "text": "So I made 2 minigames I am gonna aim for 5 so I am abt to lock in super hard. Anyways in this session I: Finished minigame_1 Created minigame_2 Basically I just followed the guide and tried to understand the code which turned out to be usefull because some coding structures where a bit outdated so with a quick youtube search I was able to find a solution cs I understood the code!That’s all I didd!!!"}, {"post_id": 46533, "ts": "2026-08-13T20:33:42Z", "hours": 3.2328, "text": "I spent 1.1h drawing on pixilart but I ve succesfully made the menu (settings button takes you to a blank screen) and I ve completed the 2/3 of the first minigame. This guide is lowkey fire altho I would appreciate a deeper explenation of the code but the code comments are enough.I am thinking of adding retro tech style font.I am making everything from scratch in regard of the icons so that is way it took me that much time.So we got: Functioning Menu with: Start Game button Settings button Quit button A functioning minigame transition screen -A Player sprite -A Minigame where the user can wander"}]...
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Title: WarioWare Game by @rosandrox | Stardance
D Title: WarioWare Game by @rosandrox | Stardance
Devlogs:
I spent 1.1h drawing on pixilart but I ve succesfully made the menu (settings button takes you to a blank screen) and I ve completed the 2/3 of the first minigame. This guide is lowkey fire altho I would appreciate a deeper explenation of the code but the code comments are enough.I am thinking of adding retro tech style font.I am making everything from scratch in regard of the icons so that is way it took me that much time.So we got: Functioning Menu with: Start Game button Settings button Quit button A functioning minigame transition screen -A Player sprite -A Minigame where the user can wander
So I made 2 minigames I am gonna aim for 5 so I am abt to lock in super hard. Anyways in this session I: Finished minigame_1 Created minigame_2 Basically I just followed the guide and tried to understand the code which turned out to be usefull because some coding structures where a bit outdated so with a quick youtube search I was able to find a solution cs I understood the code!That’s all I didd!!!
Soooooooooooo I made a flappy bird game with scrolling background and chalenging gaps I have now a total of 3 minigames.In this session: -I made Flappy bird I am thinkin of staying at 3 minigames so that I can unlock warioware 2 and see if there is any guide I cn follow to make the coding easier and then reach 5 minigames.In the nex session I will make the settings screen along with the winner and loser screens!
I finished all the other screens and also adde music so: -I Made the settings scene -I made a game_over_scene and a winner_scene Added Music tracks Added easy-medium and hard modes -Added music toggle I think I am ready to ship
So I play tested the shi out of the game and found many dumb mistakes I had made. ex. When you pressed the music off or on button the gamemode would change too! I added some comments to the code so in a few weeks wen I try WarioWare 2 and I have forgotten everything about godot I ll have something to remind me the code’s functionality and structure.I look forward to updating this game and creating who knows how many minigames but regardless the final stats are: -3 minigames -Winner/Loser screen with navigation buttons and custom text All the sprites I made A title_screen with start/settings/quit options -A settings screen with mode toggle/music toggle+ back button A timer_screen for transitioning in between levels That’s All read my readme for more info!!!!
So I basically added a 4th minigame that is the flappy bird in horizontal inspired my garfield game i used to play on friv in 2020. You basically have to catch all the retro consoles and lot any fall to the ground I ll add more consoles before re-publishing the game.Now I will be brainstorming for what should be my 5th minigame while adding a practice interface for users and to make it easier for me to test the game!!! 1hr of the 2 I logged is me drawing btw!
Just finished Practice mode implementation and I started working on Level 5 (ts gonna be peak) follow me to see final project.(after finishing Level 5 and making some UI I am gonna ship.Plus I changed basically the whole game structure so that someone can practice on only one level and not have to finish the rest levels to re enter practice-mode!
Bro I Finished level 5!TS is peak Take a look at the play through and the screenshots!! In this session I: Added custom Font and replaced the classic one Added a 5th minigame 1vs1 Streetfighter low quality inspired PC enemy logic that gets better the Harder the mode you have on. 20-17 minutes for the acual game depending on mode X button for punch Z button for superpower named kick Health bars
I added More sprites and bgs!! Take a look!I am shipping ts I ain’t gatekeeping no more!!
Ships:
Finished the WarioWare game I dont have much to add bcs most of it was guided and I didnt have prior experience w/ godot so here are all the game features: Menus & Navigation Title Screen / Main Menu: A classic Main menu with Start Game, Settings, and Qui* options. Settings Screen: 2 toggle buttons and a Back button: Easy, Medium, and Hard modes and switch Music On/Off. Timer Screen: A scene to transition between Levels. minigames (3 Total) Minigame 1: Collect All the Batteries! Minigame 2: A clicker minigame! Minigame 3: Flappy Bird Style game with my sprites which features a scrolling background and challenging gaps to navigate through. Progression & Difficulty System Modes: Three distinct difficulty settings (Easy, Medium, and Hard) that scale game parameters (like timer duration and speed). Lives System: Players start with 5 hearts. Failing minigames reduces your life by 1. Win/Loss Conditions: Complete all 3 minigames to reach the victory screen, or run out of lives to trigger the game over sequence. About flappy bird+ I made a 2d node called tubes added 2 mesh instances i then customized to look like brick poles and I added an Area2d with 2 collision shapes 2d atached.I attached that node a script that moves the entire node left at a constant speed of 250 and detected if the custom character2d I made (the one with the jetpack) collided with the poles and then emits a signal which is caught by the main script and is handled like a lose condition in every other minigame! the gravity is a constant speed added to the velocity.y of the caharacter and the rest is basically boillerplate
https://prodevmod.itch.io/retrominigames Here is my final warioware game I am proud of it (v3.0 coming soon): In this version I implemented: A training mode for free access to all levels without any loser or winner screens Two new Levels Level 4: The collecting game: Dont let any console hit the ground use arrow keys (no jump available) Level 5: A streetfighter low quality knockoff: The pc in the hard mode is kinda chalenging I guess. Use z to shoot projectile and x to punch! Custom sprites and bgs: *I worked on making a more user friendly enviornment UI enhancment Better UI and UX with custom font and buttons I customised...
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1793001036.4651706
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1793087436.4651706
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30704
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My very own WebOS by @Jazil | Stardance
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Jazil
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2
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4.0
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1
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T15:06:41Z", "hours": 1.0, "multiplier": 1.21, "payout": 1, "blessing": "neutral", "text": "i uploaded first this is my second update added a browser", "repo": "https://github.com/JazilJafar/Jazweb-OS", "demo": "https://jaziljafar.github.io/Jazweb-OS/"}, {"ship_num": 2, "ts": "2026-07-05T04:16:22Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a web OS that have a calculator,terminal and a ainting area. i built with nature symbolizing like.i proud of this because i made with my code and used ai as tutor and friend and so i gain more knowledge in javascript like time,paint canvas making.", "repo": "https://github.com/JazilJafar/Jazweb-OS", "demo": "https://jaziljafar.github.io/Jazweb-OS/"}]...
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[{"post_id": 27723, "ts": "202 [{"post_id": 27723, "ts": "2026-07-13T15:05:51Z", "hours": 1.1433, "text": "new update added a browser"}, {"post_id": 22591, "ts": "2026-07-05T03:55:30Z", "hours": 1.4258, "text": "my project completed."}, {"post_id": 22544, "ts": "2026-07-05T02:03:45Z", "hours": 0.3389, "text": "terminal complete. my work is completing fast beacause i desgned fiorst what to build and made a ppt like web.also i look at others project and code howthey develop that and how i can make a difference and beatiful and with simple code. i made terminal white to make difference"}, {"post_id": 22532, "ts": "2026-07-05T01:40:22Z", "hours": 0.5269, "text": "calculator finished"}, {"post_id": 22270, "ts": "2026-07-04T17:26:55Z", "hours": 0.4578, "text": "completed html and partail css and some js took to preview to edit style and start and shutdown button added"}, {"post_id": 22250, "ts": "2026-07-04T16:56:39Z", "hours": 0.3136, "text": "first html code completed.😊"}]...
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Title: My very own WebOS by @Jazil | Stardance
De Title: My very own WebOS by @Jazil | Stardance
Devlogs:
first html code completed.😊
completed html and partail css and some js took to preview to edit style and start and shutdown button added
calculator finished
terminal complete. my work is completing fast beacause i desgned fiorst what to build and made a ppt like web.also i look at others project and code howthey develop that and how i can make a difference and beatiful and with simple code. i made terminal white to make difference
my project completed.
new update added a browser
Ships:
I made a web OS that have a calculator,terminal and a ainting area. i built with nature symbolizing like.i proud of this because i made with my code and used ai as tutor and friend and so i gain more knowledge in javascript like time,paint canvas making.
i uploaded first this is my second update added a browser...
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1792990525.762262
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1793076925.762262
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30710
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Me!!! by @Shambhavi | Stardance
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Shambhavi
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2
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44.0
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194
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-23T02:04:33Z", "hours": 28.0, "multiplier": 2.83, "payout": 78, "blessing": "neutral", "text": "Hi guys! This is a second ship of my personal website, but it is completely changed with more features from ship #1 (I still have it though!). Creating this website was very fun. I don’t know much about coding, and this was a fun and creative way to learn some HMTL, CSS, and JavaScript. Here are some cool features of my website, which can also be seen in the README: Cool topographic background on the entire website, except for modals Auto typing text Flowing gradient background on website header (my name) Sticky navbar Navbar blurs the background behind it Custom scroll bar on the entire website, including modals DARK MODE Different topographic background color Different colors The toggle changes with each click Music player modal Opens up a modal Plays a song User can exit out of the modal by clicking the “x” button or clicking on the window outside of the modal Navbar uses anchor links to scroll smoothly to sections Informative glass cards that get slightly larger when the user hovers over them The background behind the glass cards is blurred 4 interest modals Music modal: what instruments I play, my SPOTIFY playlists Traveling modal: travel recommendations with reviews Art modal: art gallery with a informative overlay on top of the art images that show up when the user hovers overs an image Books modal: book recommendations with reviews Projects section Several glass cards that get larger when hovered over Two links fade in when the user hovers over the card, which open up in a new tab Achievements section Sliding marquee When user hovers over the marquee, it stops, allowing the user to read the text Contact section Two image links that bring the user to my email and github page in a separate tab On the modals, as the user starts to scroll down, a scroll back to top button pops up, bringing the user back to the top of the modal so they can click the “x” button Credits: To create this website, I used some help of AI to assist with spacing problems and other minor details. I also used some YouTube videos to help me create some awesome features, but I made sure to understand the code instead of just copying everything. I worked really hard on this website, and I hope you like it! NOTE: This website should not be viewed on phones, otherwise it’ll look weird. Laptops and desktop monitors are fine.", "repo": "https://github.com/shambhavi1205-bit/Hack-Club", "demo": "https://shambhavi1205-bit.github.io/Hack-Club/"}, {"ship_num": 2, "ts": "2026-08-06T23:23:41Z", "hours": 16.0, "multiplier": 7.39, "payout": 116, "blessing": "neutral", "text": "I made a personal website, which is my first ever coding/tech project. It features some information about me and four other pages about my interests with pictures. I am proud of figuring out how to make a functional website with multiple pages, though it took quite some time. I am also proud of how it looks - I really like the color scheme. I do plan on adding some extra animations, but later if I want to develop this website more. There were many challenges because I don’t know how to code. Setting up hackatime was definitely hard! Also, the margin stuff got really confusing. I set big margins in the beginning because that’s what made the content move, but when I asked AI to help, it said that the margins were wrong. So I eventually just made a website with slightly large margins. I think I also did the animation weirdly with my AI generated portrait, so I also had to fix that. I did use AI, but in a limited way. I used it to understand some codes, and help me fix small things, but I always made sure to understand the lines of code before actually using it. Using my website is pretty simple - you just click on the buttons to go to different pages, and on each page is a home button bringing the user back to the home page. Also, I am going to add more books and places to my traveling and books pages! I hope you like my website!", "repo": "https://github.com/shambhavi1205-bit/Hack-Club", "demo": "https://shambhavi1205-bit.github.io/Hack-Club/"}]...
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[{"post_id": 81920, "ts": "202 [{"post_id": 81920, "ts": "2026-10-23T01:58:19Z", "hours": 3.2364, "text": "DEVLOG #10!!!!!! I’m ready to ship!!!!! I created a music player that stays on the website everywhere. It contains a Javascript button that will start the music, and pause it. I also updated my README with all of the features that I have worked hard to add on my website. So excited to ship! Here is my music player!"}, {"post_id": 78234, "ts": "2026-10-10T02:17:22Z", "hours": 2.4539, "text": "DEVLOG #10!!! Yayyyyy!!!!!! I feel like I actually accomplished a lot in these 2-ish hours! I struggled with some features, but I was able to do it faster because I now am a little bit familiar with the basics of CSS and HTML. Not JS though. I used very little AI to guide me through the process, and I am confused why my Hackatime Dashboard says I used AI, which I really didn’t. I didn’t use it to code - I used it to explain to me how some things worked. NEW FEATURES: An accomplishments section with a marquee that pauses when the user hovers over it, which looks really neat A contact section with my email and github accounts I spaced out the sections so the anchor navbar scrolls to each section without other sections peeking in and distracting Figured out why the blur effect on the marquee was not working Started working on some of the color schemes for dark mode NEXT STEPS: Complete dark mode scheme Add some cute arrows here and there helping the viewer along the website SHIPPING!!! Please take a look at some pictures as usual! :)"}, {"post_id": 76275, "ts": "2026-10-03T01:35:42Z", "hours": 6.7547, "text": "DEVLOG #9 HIIII!!!!!!!!! I am actually so mad…upset, really. The thing is, I coded a simple slider for my achievements section, and now it disappeared! Well, at least I will show you some of the changes that I made. I think I am close to shipping it, but I need to finish the achievements section and the contacts section. FEATURES: Decided to center the cards on the website to make it look neater Completed the art modal with overlays over each picture explaining how I made it Added some Projects cards - when you hover over it, some links pop up, like to my websites Basically, I feel like I didn’t get much done. One day, I spent an hour working on the slider, but then it didn’t save. Then, I watched a YouTube video on how to simply create a slider which was looking really nice, but when I opened my website, it didn’t save again. Huh. It’s annoying, but hopefully I will figure it out. Below are some fun pictures about my website:"}, {"post_id": 66786, "ts": "2026-09-12T17:48:25Z", "hours": 7.1833, "text": "DEVLOG #8 Hi again! I haven’t worked on this project for a couple days since school started, so I decided to post a devlog at least for the hours I had done last week. In like 3 or 4 hours, I think I will be done with this personal website and then start my next project!!! Before on my first website, I had an about section with buttons below it for each interest, leading to a separate page on the same website. I wanted to make it more professional, so I removed the buttons and decided to style some cards with information on it. THINGS I ADDED: An ‘About Me’ glass card which expands when hovered over it In the ‘Interests’ section, four glass cards, which when hovered, open up a modal with more detailed information and playlists, reviews, recommendations, pictures, etc. A close button on the modal to close it, but the user can also click on the darkened window to close out of the modal Added some more travel recommendations A more subtle topographic background for the dark mode Changed the overall font of the text on the navbar and the text on the glass cards Extra info: I had some trouble positioning the glass cards, but for now I think it looks all right. NEXT STEPS: Add something next to the About Me glass card - maybe a picture or something? (I would love recommendations plz) Add a button that appears right after scrolling down on the modals that brings the user back to the top of the modal to close out of it if a user does not want or know how to exit by clicking the window Add the other sections Position each section in each viewport because I am having a lot of trouble separating them. I honestly don’t know how to do that, so I think that will take a lot of time. Below, I have attached some pics - and I’m sorry, I forgot to add a picture of the website in dark mode!"}, {"post_id": 59721, "ts": "2026-09-01T17:22:23Z", "hours": 8.0917, "text": "DEVLOG #7 HI everyone!!! So many updates for you!!!!! Since my first ship, I decided to make this personal website into a more professional one with cooler features. Don’t worry though, I have my first website saved in a different codespace! I have spent these 8 hours doing a lot of stuff! I started off with created a topographic background. I struggled to find the right image in Canva which would repeat correctly and wouldn’t look ‘broken.’ Next, I worked on the auto typing text which sort of describes me by saying “I am a musician, I am a coder, I am learning,” stuff like that. I created this awesome effect by following a YouTube video. I also added a moving gradient effect over my name and yes, I removed the banner with the scrabble tiles to create this new home page. After that, I spent a lot of time creating the sticky navbar. It was so confusing, especially because I wanted it to look perfect. In the end I also added a blur effect. Using another tutorial, I managed to create anchor links, which I had noticed on a couple of really good personal websites. Lastly, I designed a custom scrollbar, which I think really adds a nice touch. Right now, I am working on the dark mode button styling, and actually making it work. I removed all of the buttons and am working on to create it more professionally. If anyone wants the link to the old website, let me know! To make these changes, I used AI to help me debug the very confusing codes. Remember, I am still kind of new to HTML and CSS. I also tried learning some JavaScript from W3 Schools, but it does not make sense. If anyone knows a good resource to learn js, please tell me. Below, as usual, are a couple of pictures of my progress:"}, {"post_id": 42298, "ts": "2026-08-06T22:58:49Z", "hours": 1.16, "text": "LAST DEVLOG (#6) I’m DONE!!!!!!!!!!!!!!!!!! I just fixed the buttons on the home page, using a little bit of AI, but I definitely made sure to understand each line of code it fixed. I also added a quote and footer at the bottom of the website because there was a lot of blank space that I didn’t know how to get rid of, so I decided to add content. Well, I hope you all like my website!"}, {"post_id": 42177, "ts": "2026-08-06T19:54:53Z", "hours": 3.7856, "text": "DEVLOG #5 Hi again! So I got all of the pages about my interests done. After my first ship, I plan on kind of making them into a blog. I will write a lot more reviews on a lot more books on the books page and more reviews on the traveling page for more places that I’ve been to. My last step is to position the buttons on the home page which IS NOT WORKING!!! I think my margins are way too large and I have other large elements…and it’s still not working. Well, if anyone has any suggestions, that’d be great! Here are the pages:"}, {"post_id": 37155, "ts": "2026-07-29T17:30:09Z", "hours": 5.0958, "text": "DEVLOG #4!!! I got a lot done! I added the buttons about my interests at the bottom of the home page. The buttons lead to other pages on the same website with information of their own. Right now, I am done with one out of four pages, but now that I know the process, hopefully the other pages will go faster. I also decided agains adding Javascript because learning that would take a lot of time. On my traveling page, I have parallax scrolling, some images and text, and a button bringing the user back to the home page. Challenges included the margins for my traveling page, mainly because I wanted to wrap the text around the images. Also, I sort of accidentally deleted an html file, so it took some time trying to get that back. Next time, I should have all my pages done and move the buttons up…and be ready to ship! Take a look at some pictures of my website:"}, {"post_id": 34754, "ts": "2026-07-25T18:48:57Z", "hours": 3.1286, "text": "DEVLOG #3 Hello, again! I spent a lot of time learning CSS and arranging elements. I used AI a little bit to understand how to add graphics from Canva onto my website…and I also realized how to actually add commits into my codespace. I know I already started the website, but moving forward I will definitely remember to commit frequently!🤣 So, I added an AI generated image of myself with cool effects (if you hover the animation pauses) and a banner. I spent a lot of time on this because the animation stuff got really confusing. The challenges started happening with the margins. I think I set the numbers too big and it caused the images to be shifted down, so I don’t think I will mess with it more and just leave it. Since it’s my first time coding, this will be a project where I learn things. A lot of time was spent playing around with the banner. Soon, I hope to add little buttons at the bottom bringing the user to pages that talk about my hobbies. I plan to add cool scrolling, picture carousels, etc. Below are a couple of screenshots - sorry I couldn’t add a video!"}, {"post_id": 30351, "ts": "2026-07-17T20:29:11Z", "hours": 1.6864, "text": "DEVLOG #2 Hi! Today I mainly focused on learning CSS basics. I spaced the text on the website page, changed fonts, chose colors that I thought looked nice, and added some cool effects. The challenge was adding a new font from Google Fonts into my codespace. For a while, I had put it in my CSS file, and when I pasted it into my HTML file, it worked! The next time I work I hope to start adding graphics onto my page."}, {"post_id": 29720, "ts": "2026-07-16T20:13:30Z", "hours": 0.8933, "text": "DEVLOG #1 Hello!!!! I finally started working on my personal website! I am completely new to coding, and it was definitely challenging trying to learn HTML! Today I mainly used W3 schools to understand the basics, and I started putting some content on the page. I created an HTML and CSS file. In fact, I planned my website out on paper because I wanted to sort of visualize how I wanted it to turn out. I actually changed the color of the text in HTML when I realized I should probably put it in my CSS file. I removed those lines of code and I will most likely do that next time. Next time I work on the website, I want to change the text color, font, and align the text. I may also research how to add some graphics onto the website as images."}]...
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Title: Me!!! by @Shambhavi | Stardance
Devlogs:
D Title: Me!!! by @Shambhavi | Stardance
Devlogs:
DEVLOG #1 Hello!!!! I finally started working on my personal website! I am completely new to coding, and it was definitely challenging trying to learn HTML! Today I mainly used W3 schools to understand the basics, and I started putting some content on the page. I created an HTML and CSS file. In fact, I planned my website out on paper because I wanted to sort of visualize how I wanted it to turn out. I actually changed the color of the text in HTML when I realized I should probably put it in my CSS file. I removed those lines of code and I will most likely do that next time. Next time I work on the website, I want to change the text color, font, and align the text. I may also research how to add some graphics onto the website as images.
DEVLOG #2 Hi! Today I mainly focused on learning CSS basics. I spaced the text on the website page, changed fonts, chose colors that I thought looked nice, and added some cool effects. The challenge was adding a new font from Google Fonts into my codespace. For a while, I had put it in my CSS file, and when I pasted it into my HTML file, it worked! The next time I work I hope to start adding graphics onto my page.
DEVLOG #3 Hello, again! I spent a lot of time learning CSS and arranging elements. I used AI a little bit to understand how to add graphics from Canva onto my website…and I also realized how to actually add commits into my codespace. I know I already started the website, but moving forward I will definitely remember to commit frequently!🤣 So, I added an AI generated image of myself with cool effects (if you hover the animation pauses) and a banner. I spent a lot of time on this because the animation stuff got really confusing. The challenges started happening with the margins. I think I set the numbers too big and it caused the images to be shifted down, so I don’t think I will mess with it more and just leave it. Since it’s my first time coding, this will be a project where I learn things. A lot of time was spent playing around with the banner. Soon, I hope to add little buttons at the bottom bringing the user to pages that talk about my hobbies. I plan to add cool scrolling, picture carousels, etc. Below are a couple of screenshots - sorry I couldn’t add a video!
DEVLOG #4!!! I got a lot done! I added the buttons about my interests at the bottom of the home page. The buttons lead to other pages on the same website with information of their own. Right now, I am done with one out of four pages, but now that I know the process, hopefully the other pages will go faster. I also decided agains adding Javascript because learning that would take a lot of time. On my traveling page, I have parallax scrolling, some images and text, and a button bringing the user back to the home page. Challenges included the margins for my traveling page, mainly because I wanted to wrap the text around the images. Also, I sort of accidentally deleted an html file, so it took some time trying to get that back. Next time, I should have all my pages done and move the buttons up…and be ready to ship! Take a look at some pictures of my website:
DEVLOG #5 Hi again! So I got all of the pages about my interests done. After my first ship, I plan on kind of making them into a blog. I will write a lot more reviews on a lot more books on the books page and more reviews on the traveling page for more places that I’ve been to. My last step is to position the buttons on the home page which IS NOT WORKING!!! I think my margins are way too large and I have other large elements…and it’s still not working. Well, if anyone has any suggestions, that’d be great! Here are the pages:
LAST DEVLOG (#6) I’m DONE!!!!!!!!!!!!!!!!!! I just fixed the buttons on the home page, using a little bit of AI, but I definitely made sure to understand each line of code it fixed. I also added a quote and footer at the bottom of the website because there was a lot of blank space that I didn’t know how to get rid of, so I decided to add content. Well, I hope you all like my website!
DEVLOG #7 HI everyone!!! So many updates for you!!!!! Since my first ship, I decided to make this personal website into a more professional one with cooler features. Don’t worry though, I have my first website saved in a different codespace! I have spent these 8 hours doing a lot of stuff! I started off with created a topographic background. I struggled to find the right image in Canva which would repeat correctly and wouldn’t look ‘broken.’ Next, I worked on the auto typing text which sort of describes me by saying “I am a musician, I am a coder, I am learning,” stuff like that. I created this awesome effect by following a YouTube video. I also added a moving gradient effect over my name and yes, I removed the banner with the scrabble tiles to create this new home page. After that, I spent a lot of time creating the sticky navbar. It was so confusing, especially because I wanted it to look perfect. In the end I also added a blur effect. Using another tutorial, I managed to create anchor links, which I had noticed on a couple of really good personal websites. Lastly, I designed a custom scrollbar, which I think really adds a nice touch. Right now, I am working on the dark mode button styling, and actually making it work. I removed all of the buttons and am working on to create it more professionally. If anyone wants the link to the old website, let me know! To make these changes, I used AI to help me debug the very confusing codes. Remember, I am still kind of new to HTML and CSS. I also tried learning some JavaScript from W3 Schools, but it does not make sense. If anyone knows a good resource to learn js, please tell me. Below, as usual, are a couple of pictures of my progress:
DEVLOG #8 Hi again! I haven’t worked on this project for a couple days since school started, so I decided to post a devlog at least for the hours I had done last week. In like 3 or 4 hours, I think I will be done with this personal website and then start my next project!!! Before on my first website, I had an about section with buttons below it for each interest, leading to a separate page on the same website. I wanted to make it more professional, so I removed the buttons and decided to style some cards with information on it. THINGS I ADDED: An ‘About Me’ glass card which expands when hovered over it In the ‘Interests’ section, four glass cards, which when hovered, open up a modal with more detailed information and playlists, reviews, recommendations, pictures, etc. A close button on the modal to close it, but the user can also click on the darkened window to close out of the modal Added some more travel recommendations A more subtle topographic background for the dark mode Changed the overall font of the text on the navbar and the text on the glass cards Extra info: I had some trouble positioning the glass cards, but for now I think it looks all right. NEXT STEPS: Add something next to the About Me glass card - maybe a picture or something? (I would love recommendations plz) Add a button that appears right after scrolling down on the modals that brings the user back to the top of the modal to close out of it if a user does not want or know how to exit by clicking the window Add the other sections Position each section in each viewport because I am having a lot of trouble separating them. I honestly don’t know how to do that, so I think that will take a lot of time. Below, I have attached some pics - and I’m sorry, I forgot to add a picture of the website in dark mode!
DEVLOG #9 HIIII!!!!!!!!! I am actually so mad…upset, really. The thing is, I coded a simple slider for my achievements section, and now it disappeared! Well, at least I will show you some of the changes that I made. I think I am close to shipping it, but I need to finish the achievements section and the contacts section. FEATURES: Decided to center the cards on the website to make it look neater Completed the art modal with overlays over each picture explaining how I made it Added some Projects cards - when you hover over it, some links pop up, like to my websites Basically, I feel like I didn’t get much done. One day, I spent an hour working on the slider, but then it didn’t save. Then, I watched a YouTube video on how to simply create a slider which was looking really nice, but when I opened my website, it didn’t save again. Huh. It’s annoying, but hopefully I will figure it out. Below are some fun pictures about my website:
DEVLOG #10!!! Yayyyyy!!!!!! I feel like I actually accomplished a lot in these 2-ish hours! I struggled with some features, but I was able to do it faster because I now am a little bit familiar with the basics of CSS and HTML. Not JS though. I used very little AI to guide me through the process, and I am confused why my Hackatime Dashboard says I used AI, which I really didn’t. I didn’t use it to code - I used it to explain to me how some things worked. NEW FEATURES: An accomplishments section with a marquee that pauses when the user hovers over it, which looks really neat A contact section with my email and github accounts I spaced out the sections so the anchor navbar scrolls to each section without other sections peeking in and distracting Figured out why the blur effect on the marquee was not working Started working on some of the color schemes for dark mode NEXT STEPS: Complete dark mode scheme Add some cute arrows here and there helping the viewer along the website SHIPPING!!! Please take a look at some pictures as usual! :)
DEVLOG #10!!!!!! I’m ready to ship!!!!! I created a music player that stays on the website everywhere. It contains a Javascript button that will start the music, and pause it. I also updated my README with all of the features that I have worked hard to add on my website. So excited to ship! Here is my music player!
Ships:
I made a personal website, which is my first ever coding/tech project. It features some information about me and four other pages about my interests with pictures. I am proud of figuring out how to make a functional website with multiple pages, though it took quite some time. I am also proud of how it looks - I really like the color scheme. I do plan on adding some extra animations, but later if I want to develop this website more. There were many challenges because I don’t know how to code. Setting up hackatime was definitely hard! Also, the margin stuff got really confusing. I set big margins in the beginning because that’s what made the content move, but when I asked AI to help, it said that the margins were wrong. So I eventually just made a website with slightly large margins. I think I also did the animation weirdly with my AI generated portrait, so I also had to fix that. I did use AI, but in a limited way. I used it to understand some codes, and help me fix small things, but I always made sure to understand the lines of code before actually using it. Using my website is pretty simple - you just click on the buttons to go to different pages, and on each page is a home button bringing the user back to the home page. Also, I am going to add more books and places to my traveling and books pages! I hope you like my website!
Hi guys! This is a second ship of my personal website, but it is completely changed with more features from ship #1 (I still have it though!). Creating this website was very fun. I don’t know much about coding, and this was a fun and creative way to learn some HMTL, CSS, and JavaScript. Here are some cool features of my website, which can also be seen in the README: Cool topographic background on the entire website, except for modals Auto typing text Flowing gradient background on website header (my name) Sticky navbar Navbar blurs the background behind it Custom scroll bar on the entire website, including modals DARK MODE Different topographic background color Different colors The toggle changes with each click Music player modal Opens up a modal Plays a song User can exit out of the modal by clicking the “x” button or clicking on the window outside of the modal Navbar uses anchor links to scroll smoothly to sections Informative glass cards that get slightly larger when the user hovers over them The background behind the glass cards is blurred 4 interest modals Music modal: what instruments I play, my SPOTIFY playlists Traveling modal: travel recommendations with reviews Art modal: art gallery with a informative overlay on top of the art images that show up when the user hovers overs an image Books modal: book recommendations with reviews Projects section Several glass cards that get larger when hovered over Two links fade in when the user hovers over the card, which open up in a new tab Achievements section Sliding marquee When user hovers over the marquee, it stops, allowing the user to read the text Contact section Two image links that bring the user to my email and github page in a separate tab On the modals, as the user starts to scroll down, a scroll back to top button pops up, bringing the user back to the top of the modal so they can click the “x” button Credits: To create this website, I used some help of AI to assist with spacing problems and other minor details. I also used some YouTube videos to help me create some awesome features, but I made sure to understand the code instead of just copying everything. I worked really hard on this website, and I hope you like it! NOTE: This website should not be viewed on phones, otherwise it’ll look weird. Laptops and desktop monitors are fine....
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1793109257.4921257
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XacOS by @xacobema | Stardance
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xacobema
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2
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19.96
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11
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-08T14:18:45Z", "hours": 6.0, "multiplier": 1.98, "payout": 11, "blessing": "neutral", "text": "XacOS v1.0 [You will probably have to zoom out to see everything properly, I didn´t find a reliable and simple way to make everything fit every screen, altough there is probably a way] What’s new in 1.0 Fixed bugs, like the windows changing shape when dragged to the right corner of the screen Revamped settings: you can now add your own wallpaper, change the font of the whole OS and see some information about your PC Added very simple notes app Start menu: access it by clicking the XacOS logo in the corner of the taskbar, see and open all of your apps There was A LOT of debugging Honestly, since almost 2 months have passed since I made v0.1, and that being my first real experience with HTML, CSS and JavaScript, and also forgetting how I coded the project, this update was a little challenging. Obviously, a lot of googling and W3schools helped me. I still think that maybe in the future I will make a 1.1 or 2.0 with more interesting features, but as a first experience with web development, I think it was great. I would love to mke 1.1 now, but I start school tomorrow, so it’s going to be difficult… Also, thank you very much HackClub and all it’s volunteers for making these awesome projects, I hope summer next year I will be able to participate again, because it’s the last year before I turn 18 😭", "repo": "https://github.com/xacb33/XacOS", "demo": "https://xacb33.github.io/XacOS/"}, {"ship_num": 2, "ts": "2026-07-06T22:42:40Z", "hours": 6.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I think I finally finished the first version of XacOS! It was quite challenging to fix up bugs, as I had never coded in HTML nor JavaScript", "repo": "https://github.com/xacb33/XacOS", "demo": "https://xacb33.github.io/XacOS/"}]...
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[{"post_id": 71402, "ts": "202 [{"post_id": 71402, "ts": "2026-09-20T19:12:24Z", "hours": 3.0508, "text": "Let’s see if I remember everything: 1. Changed the default system font to one that I think fits better 2. Added paint.js as an app 3. Added user profile customization, with profile picture and username (for now it doesn’t do much, just show it in the start menu) 4. Now there’s a little indicator in the taskbar on what app is currently on top 5. Changed the buttons of the notes apps to icons 6. Setup now tells you to choose your favourite font 7. A little calendar will appear when hovering over the date and time on the taskbar 8. Made most settings persist between page refresh with localStorage and some minor bug-fixes, like the aboutMe screen not going to the top when it’s taskbar icon was clicked. I thinks that’s everything, I also plan on adding at least one or two more apps coded by me and maybe something like a launcher or app store for iframe/embeded stuff by other people"}, {"post_id": 70565, "ts": "2026-09-19T11:31:46Z", "hours": 2.4183, "text": "I added quite some new features, including: 1. Most setup/OOBE is done, but I will probably add the cusomization options in there. 2. Added a low graphics mode, as some reviewers pointed out that XacOS ran badly on their PC, wich disables animations and disables blur. 3.Compressed all images, wich will also help with performane. 4.Added a new wallpaper by NASA, to resemble StarDance. 5. Added a Security section in settings, wich checks for the URL to make sure it is “genuine XacOS” (It is just a gimmick, XacOS is still completly open source) 6. Added a factory reset option in settings, wich deletes all settings and files saved in localStorage. 7. Added a start-up sound. Still have some things that I want to add but I’m happy on how this is turning out, altough I lost my streak because of school…"}, {"post_id": 65495, "ts": "2026-09-10T17:53:35Z", "hours": 1.4144, "text": "Started adding quite some things, but more work is required. (I plan on adding more features, this is v2.0, not v1.1 ;) ) 1. Changed the old welcome window for a placeholder OOBE/Setup, 2. Started working on locally saving the notes to be persistant even when you close the browser, 3. Moved my personal projects to a separate folder inside of file explorer, 4. Added an outline to program names in the desktop, so it can work with both dark and light wallpapers, 5. Fixed the problem of when selecting an icon it would move slightly. Wish me luck, I have no idea why the local saving is working (Why does it need a random cryptographic ID?)"}, {"post_id": 64887, "ts": "2026-09-09T16:23:43Z", "hours": 0.5356, "text": "Sticky Notes now has more functions and windows are animated! I still have to code all the saving to localstorage when you click save and displaying them as openeable files, but for now you can export your note to a txt file to view whenever. Also, looking at the screenshot, looks like I made Settings not be a square anymore, probably when making the text centered with the icon… I will fix that too"}, {"post_id": 64864, "ts": "2026-09-09T15:38:39Z", "hours": 0.5381, "text": "I know I said that I was starting school, but the first days we aren’t having a lot of work, and I was dissapointed on only getting a x1.98 multiplier in v1, so I’ve decided to fix everything the reviewers have pointed out, starting by making everything smaller, and using relative percentages, instead of fixed px values both in HTML and in CSS. Secondly, I have added a little animation on the opening and closing of the Start Menu, turns out it was way easier than I thought, I thought that you had to code the animation by hand. I will also add animations to the other windows (probably easier since they all have a common css class). Lastly, I renamed the welcome screen to About Me, as I plan to do an onboarding foor the OS, and some reviewers pointed out that XacOS v1 seemed more like a personal website instead of a WebOS. As you can read, I am also giving more details in the devlog, and doing them more often."}, {"post_id": 64225, "ts": "2026-09-08T14:06:15Z", "hours": 0.2781, "text": "Updated GitHub and touched up some minor things before shipping!"}, {"post_id": 64215, "ts": "2026-09-08T13:37:40Z", "hours": 1.9003, "text": "I figured out how to make windows not do weird things when they are dragged to the right (It was a very simple solution), gave Settings more functions, like changing the font and uploading your own wallpaper, fixed a couple of bugs and made a very simple Sticky Notes app. I think I will update the repo, do some slight changes, and ship XacOS v1.0! (Previous was beta)"}, {"post_id": 63486, "ts": "2026-09-07T11:25:59Z", "hours": 0.7506, "text": "Found a way to preview the page without having to redownload the files every single time, wich was much needed. Added a working start menuthat opens when you click XacOS and closes by clicking it again, opening an app with it or clicking a window. I still have to fix the problem of windows deforming when they get to the right side of the screen…"}, {"post_id": 31831, "ts": "2026-07-20T15:00:58Z", "hours": 1.7636, "text": "Of course it didn’t work after reorganizing the code. After fixing it up I started implementing the Start Menu (still needs a lot of work) , and only had opened Welome Screen, so I din’t realise that every other window closed with the start Menu, so I started re-cheking the code and found nothing, changed a couple of things that I thought hat was causing that, nothing. I gave up and asked Github AI what was going on but it DIDN’T KNOW (and tried rewriting my code)… I ended up checking again the html….. there was a missing div ending declaration. AAAAAAAAA"}, {"post_id": 27254, "ts": "2026-07-12T17:27:11Z", "hours": 0.9331, "text": "Tidied up a lot the JavaScript code. Much needed! Now to try if it still works… fingers crossed"}, {"post_id": 23785, "ts": "2026-07-06T22:39:30Z", "hours": 0.5344, "text": "Fixing up the README and setting up github pages"}, {"post_id": 23772, "ts": "2026-07-06T22:06:57Z", "hours": 2.1356, "text": "Hooray! I think version 1 of XacOS is finished. It is still pretty barebones and the code is a mess (compared to what others have done this is worthless), but I hope I can polish everything in WebOS 2. All the basics are done and I added the feature of icons of open apps in the taskbar, and when you click it it brings the window to the top"}, {"post_id": 23673, "ts": "2026-07-06T19:43:09Z", "hours": 2.3122, "text": "Project is going great! Alough I’m going crazy trying to figure out why The pop up projects movat the same time as the main projects window…"}, {"post_id": 22881, "ts": "2026-07-05T14:44:56Z", "hours": 0.6561, "text": "I didn’t have Hackatime set up properly… But yesterday I locked in and did 71 different versions of XacOS (Each one with a little bit more things than the one before) Last thing I have done fllowing the guide was making the window openable and closable. I kinda panicked when tidying up the code a little bit all the JS stopped working, but it’s fixed now. (btw, I spent way more than 37min on this)"}]...
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Title: XacOS by @xacobema | Stardance
Devlogs:
I Title: XacOS by @xacobema | Stardance
Devlogs:
I didn’t have Hackatime set up properly… But yesterday I locked in and did 71 different versions of XacOS (Each one with a little bit more things than the one before) Last thing I have done fllowing the guide was making the window openable and closable. I kinda panicked when tidying up the code a little bit all the JS stopped working, but it’s fixed now. (btw, I spent way more than 37min on this)
Project is going great! Alough I’m going crazy trying to figure out why The pop up projects movat the same time as the main projects window…
Hooray! I think version 1 of XacOS is finished. It is still pretty barebones and the code is a mess (compared to what others have done this is worthless), but I hope I can polish everything in WebOS 2. All the basics are done and I added the feature of icons of open apps in the taskbar, and when you click it it brings the window to the top
Fixing up the README and setting up github pages
Tidied up a lot the JavaScript code. Much needed! Now to try if it still works… fingers crossed
Of course it didn’t work after reorganizing the code. After fixing it up I started implementing the Start Menu (still needs a lot of work) , and only had opened Welome Screen, so I din’t realise that every other window closed with the start Menu, so I started re-cheking the code and found nothing, changed a couple of things that I thought hat was causing that, nothing. I gave up and asked Github AI what was going on but it DIDN’T KNOW (and tried rewriting my code)… I ended up checking again the html….. there was a missing div ending declaration. AAAAAAAAA
Found a way to preview the page without having to redownload the files every single time, wich was much needed. Added a working start menuthat opens when you click XacOS and closes by clicking it again, opening an app with it or clicking a window. I still have to fix the problem of windows deforming when they get to the right side of the screen…
I figured out how to make windows not do weird things when they are dragged to the right (It was a very simple solution), gave Settings more functions, like changing the font and uploading your own wallpaper, fixed a couple of bugs and made a very simple Sticky Notes app. I think I will update the repo, do some slight changes, and ship XacOS v1.0! (Previous was beta)
Updated GitHub and touched up some minor things before shipping!
I know I said that I was starting school, but the first days we aren’t having a lot of work, and I was dissapointed on only getting a x1.98 multiplier in v1, so I’ve decided to fix everything the reviewers have pointed out, starting by making everything smaller, and using relative percentages, instead of fixed px values both in HTML and in CSS. Secondly, I have added a little animation on the opening and closing of the Start Menu, turns out it was way easier than I thought, I thought that you had to code the animation by hand. I will also add animations to the other windows (probably easier since they all have a common css class). Lastly, I renamed the welcome screen to About Me, as I plan to do an onboarding foor the OS, and some reviewers pointed out that XacOS v1 seemed more like a personal website instead of a WebOS. As you can read, I am also giving more details in the devlog, and doing them more often.
Sticky Notes now has more functions and windows are animated! I still have to code all the saving to localstorage when you click save and displaying them as openeable files, but for now you can export your note to a txt file to view whenever. Also, looking at the screenshot, looks like I made Settings not be a square anymore, probably when making the text centered with the icon… I will fix that too
Started adding quite some things, but more work is required. (I plan on adding more features, this is v2.0, not v1.1 ;) ) 1. Changed the old welcome window for a placeholder OOBE/Setup, 2. Started working on locally saving the notes to be persistant even when you close the browser, 3. Moved my personal projects to a separate folder inside of file explorer, 4. Added an outline to program names in the desktop, so it can work with both dark and light wallpapers, 5. Fixed the problem of when selecting an icon it would move slightly. Wish me luck, I have no idea why the local saving is working (Why does it need a random cryptographic ID?)
I added quite some new features, including: 1. Most setup/OOBE is done, but I will probably add the cusomization options in there. 2. Added a low graphics mode, as some reviewers pointed out that XacOS ran badly on their PC, wich disables animations and disables blur. 3.Compressed all images, wich will also help with performane. 4.Added a new wallpaper by NASA, to resemble StarDance. 5. Added a Security section in settings, wich checks for the URL to make sure it is “genuine XacOS” (It is just a gimmick, XacOS is still completly open source) 6. Added a factory reset option in settings, wich deletes all settings and files saved in localStorage. 7. Added a start-up sound. Still have some things that I want to add but I’m happy on how this is turning out, altough I lost my streak because of school…
Let’s see if I remember everything: 1. Changed the default system font to one that I think fits better 2. Added paint.js as an app 3. Added user profile customization, with profile picture and username (for now it doesn’t do much, just show it in the start menu) 4. Now there’s a little indicator in the taskbar on what app is currently on top 5. Changed the buttons of the notes apps to icons 6. Setup now tells you to choose your favourite font 7. A little calendar will appear when hovering over the date and time on the taskbar 8. Made most settings persist between page refresh with localStorage and some minor bug-fixes, like the aboutMe screen not going to the top when it’s taskbar icon was clicked. I thinks that’s everything, I also plan on adding at least one or two more apps coded by me and maybe something like a launcher or app store for iframe/embeded stuff by other people
Ships:
I think I finally finished the first version of XacOS! It was quite challenging to fix up bugs, as I had never coded in HTML nor JavaScript
XacOS v1.0 [You will probably have to zoom out to see everything properly, I didn´t find a reliable and simple way to make everything fit every screen, altough there is probably a way] What’s new in 1.0 Fixed bugs, like the windows changing shape when dragged to the right corner of the screen Revamped settings: you can now add your own wallpaper, change the font of the whole OS and see some information about your PC Added very simple notes app Start menu: access it by clicking the XacOS logo in the corner of the taskbar, see and open all of your apps There was A LOT of debugging Honestly, since almost 2 months have passed since I made v0.1, and that being my first real experience with HTML, CSS and JavaScript, and also forgetting how I coded the project, this update was a little challenging. Obviously, a lot of googling and W3schools helped me. I still think that maybe in the future I will make a 1.1 or 2.0 with more interesting features, but as a first experience with web development, I think it was great. I would love to mke 1.1 now, but I start school tomorrow, so it’s going to be difficult… Also, thank you very much HackClub and all it’s volunteers for making these awesome projects, I hope summer next year I will be able to participate again, because it’s the last year before I turn 18 😭...
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1793105544.842921
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1793191944.842921
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30835
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Advanced Search Ultimate by @EthanCubes | Stardanc Advanced Search Ultimate by @EthanCubes | Stardance...
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EthanCubes
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2
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19.54
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226
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-23T23:36:05Z", "hours": 11.0, "multiplier": 13.88, "payout": 157, "blessing": "neutral", "text": "I created a better GUI and fixed some bugs for Advanced Search Ultimate, a optimized searching extension. I feel like the UI looks pretty good (inspired by the Stardance UI). Note: the project is available on the Firefox extension store (link in README) but not the Chrome Web Store, because Chrome Web Stores requires an one-time payment for me to put extensions on there.", "repo": "https://github.com/EthanCubes/advanced-search-ultimate", "demo": "https://ethancubes.github.io/advanced-search-ultimate"}, {"ship_num": 2, "ts": "2026-08-11T20:33:34Z", "hours": 7.0, "multiplier": 9.35, "payout": 69, "blessing": "neutral", "text": "I made a browser extension that makes searching the internet easier. Some people might not know this, but most search engines actually have advanced search operators that can narrow down your search results even more by filtering by keywords not to include, keywords in the title or URL, and what specific site to search in. But most of the time, those search engine advanced operators require a lot of memorization. That’s where this extension comes in. The Advanced Search Ultimate extension provides faster advanced searching from every page and supports six of the most popular search engines. Even if you don’t need advanced searching in a particular scenario, you can open the extension and instantly search from anywhere. It also saves brainpower if you don’t want to memorize all the operators. This is my first extension, and I couldn’t really find many good tutorials that were short enough that my attention span could handle it, so yeah please pardon my 7 hours of coding time. Note that this extension isn’t available on the Chrome or Firefox extension stores yet due to the Chrome Web Store being locked behind a paywall and the Mozilla Store is still verifying that the project is not malware.", "repo": "https://github.com/EthanCubes/advanced-search-ultimate", "demo": "https://ethancubes.github.io/advanced-search-ultimate"}]...
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[{"post_id": 82852, "ts": "202 [{"post_id": 82852, "ts": "2026-10-26T00:56:31Z", "hours": 0.3192, "text": "Devlog #14: The extension now saves the last search engine you used, and in the case of Google and DuckDuckGo, whether you decided to use AI or not. I probably didn’t implement the feature very well, but according to my tests it works on both Firefox and Brave. It was done with localstorage, which I have worked with before and am pretty comfortable with. IDK why I’m still working on this project, 4 months after I started it."}, {"post_id": 82506, "ts": "2026-10-25T01:48:32Z", "hours": 0.9039, "text": "Devlog #13: I added an AI filter setting. Many search engines have AI overview, which some people (like me) don’t want. So I added a way to remove it. DuckDuckGo has a no AI mode at noai.duckduckgo.com, which is good that the devs were so thoughtful. Google also has a secret “web” mode that does not have the AI overview when you append &udm=14 at the end of the URL. So I just implemented those things, which took way too long since my code is spaghetti :)."}, {"post_id": 82445, "ts": "2026-10-24T20:27:14Z", "hours": 0.3156, "text": "Devlog #12: I made an optimization change that would reduce lag for people on slower internet connections. Before, the search engine font would load from Google fonts. I literally live on cell data and public wifi, so it takes a good few seconds to load. Usually, this wouldn’t be that much of an issue, but I realized that the extension just… breaks when the font is incorrect. This is because I write horrible code, and the location of everything is configured for the correct font only. I’m also too lazy to configure a proper fallback font. What I did was I just downloaded the font and put it into the assets folder. Yes, it’s that simple. Yes, I did write a 3 paragraph devlog for a change that took me only a few minutes."}, {"post_id": 53423, "ts": "2026-08-23T23:29:09Z", "hours": 1.7586, "text": "Devlog #11: I changed the spacing on the program to make it look better and also made it so that the user can search if the “contains all of the following” field is blank, as long as the specific search field has some content. If you’re wondering why it took me like an hour to do these simple changes, it because I had to package the extension and put it on GitHub (and the Mozilla store). I created two releases, and halfway through the second release, I realized that I forgot to change the version number in the manifest. Since I need an unique version number to put it on Firefox, I changed the release I was working on. And I just gave up on changing the already released on, since I’ve already spent like 17 minutes timelapsing, and wasn’t a fan of working 10 more minutes for something no one is actually going to see."}, {"post_id": 53324, "ts": "2026-08-23T19:59:22Z", "hours": 2.5217, "text": "Devlog #10: My UI still sucks. So, I searched for a website that looks good and easy to recreate. After about 15 minutes of searching with no avail, I realized that there was a really good website sitting right in front of me all this time: the Stardance website, which I’ve had open for like 5 hours atp. I proceded to use KColorChooser to get every single color on the Stardance website. I proceeded to make the extension look kinda like Stardance, except it is still noticeably worse. Some of the changes I implemented in order to be more like Stardance also doubled as general quality of life improvements. One such improvement was changing the search button to not even being able to be pressed when query is empty. It now copies the Stardance UI by greying out the button, and changing the cursor to “not-allowed”. A popup also appears when you hover over the greyed-out button, also like Stardance. The UI still needs some improvements probably, I hope I can get it done soon."}, {"post_id": 52782, "ts": "2026-08-23T03:52:16Z", "hours": 1.3728, "text": "Devlog #9: I wasted an hour trying to add time operators. Then I discovered that time and data operators are not universal across search engines, which means that it would take absolutely forever to implement it. Rather than waste more time, I just decided to cut my losses and quit before it consumes too much of my time. I still have several other projects I would like to start/finish, so yeah. TD;DR: spent an hour doing nothing (that I didn’t decided to undo)."}, {"post_id": 52735, "ts": "2026-08-23T01:55:35Z", "hours": 5.3494, "text": "Devlog #8: When I shipped the project, the feedback from the reviewers was mostly positive, and there was only one real problem: the UI sucks. Which, for the record, I totally agree with. I don’t know what I was thinking, shipping a project that looks like someone made it in like 2004. Now, uh… the UI is like 10% better. Yes, it took me 5 hours to do it (I mean, some of the time was spent improving the README to be better). I went through like 10 different versions with different colours, fonts, and text box rounding. If you think one of the themes is better than the current one, please tell me, I need feedback."}, {"post_id": 48658, "ts": "2026-08-17T04:25:21Z", "hours": 0.2819, "text": "Not really a devlog, but some IMPORTANT NOTES first, FOR FURTHER CLARIFICATION: The live demo link is the web version The Firefox link is linked in the README Releases for both Chrome and Firefox are in the GitHub releases The extension is now LIVE on the Mozilla Store, for Firefox-based browsers like Firefox, Librewolf, etc. Click here to download. For chrome users, well I’m not paying to put the extension onto the Chrome Web Store, so apologies. You can still try the web version or the manual installation."}, {"post_id": 45390, "ts": "2026-08-11T20:22:02Z", "hours": 0.7211, "text": "Devlog #6 (final devlog before ship): So I wasn’t that ready for shipping. I had to update the README and did some bugfixes. The main bug was that you could not select an option to search all filetypes, you were limited to pdf, or limited to docx, or whatever. That’s fixed now, and also the advanced options are no longer considered when they are hidden. (Screenshot is of the web page because I’m too lazy to install the extension again, since I use firefox I don’t think I can install permanently and last time I think I made a change that broke it)"}, {"post_id": 43690, "ts": "2026-08-09T03:04:09Z", "hours": 0.6978, "text": "Devlog #5: I’ve been preparing for shipping, because the project already has all the required features. I configured two separate manifest.json files, one for Chrome and one for Firefox. Since I’m not paying $5 for the Chrome Web Store developer license, the chrome extension is on GitHub, in both zip and crx format. And even though the mozilla store doesn’t require payment, it does take 24 hours to get approved, so yeah, the zip file is on GitHub also. I’ll wait until it’s on the mozilla store to ship. In the meantime, this is probably going to be the last devlog."}, {"post_id": 43601, "ts": "2026-08-08T23:17:17Z", "hours": 2.0361, "text": "Devlog #4: Pretty massive overhaul. I updated the manifest to not be AI since it was AI previously. I don’t know why, but as of now the searching actually works (it’s been like a month so i might not remember, but i don’t think it worked previously). I also added 4 new (optional) search options: File type In title In URL In text I believe they work on all of the included search engines. I only tested on DuckDuckGo because that’s what I use. The options remain hidden most of the time, unless you click the blue button, which makes them appear."}, {"post_id": 25519, "ts": "2026-07-09T20:45:33Z", "hours": 1.4317, "text": "Devlog #3 So I finally turned advanced search ultimate into an Firefox extension. Right now, you still have to import the extension temporarily through about:debugging , but it works, and a popup pops up. I would show it in a screenshot, but it just does not show up on any of my screenshots. Probably an operating system issue. Essentially, I just used MDN Web docs to create the basis for the extension. Unfortunately, I didn’t understand a lot of it, so I had to use AI interpret some of it. I suppose I should make it compatible with Chromium, I don’t know how yet."}, {"post_id": 23082, "ts": "2026-07-05T20:25:07Z", "hours": 1.0525, "text": "Devlog #2: I finally fixed the code that redirects the user to the search page (as you can see in the attached screenshot). I spent a while trying to add even more search operators, but I decided that most people wouldn’t use them anyway and focus on more urgent features like turning it into an extension. Changes Clicking the search button now redirects the user to the search page instead of just copying it to keyboard README was updated to be better and include more things. Changed the font to Arial."}, {"post_id": 22547, "ts": "2026-07-05T02:13:03Z", "hours": 1.4528, "text": "Devlog #1: Ever since I switched from Google to DuckDuckGo, I’ve been annoyed by how there was no real way to easily do an advanced search. Google has an entire web page dedicated to making more precise searches pretty easy, but there’s nothing (that I know of) for other search engines. So today I made the basic inputs fields using HTML and wrote some code to process it with JavaScript. Essentially, I collected the values as a single string for the website field and the “specific phrase” field, and used split(/\\s+/) to make arrays out of the “contains all of the following” and “contains none of the following” fields. They are placed inside and object, and the contents of the object is then finally converted into the final query, which is copied onto the user’s clipboard. I did try to directly bring the user to the search page, but it didn’t work so well, so pasting the query into an existing search engine will have to work for now. I plan on turning this web page into a Chromium and Firefox extension after I’m done the webpage so that it’s even easier and more convenient to use."}]...
|
Title: Advanced Search Ultimate by @EthanCubes | S Title: Advanced Search Ultimate by @EthanCubes | Stardance
Devlogs:
Devlog #1: Ever since I switched from Google to DuckDuckGo, I’ve been annoyed by how there was no real way to easily do an advanced search. Google has an entire web page dedicated to making more precise searches pretty easy, but there’s nothing (that I know of) for other search engines. So today I made the basic inputs fields using HTML and wrote some code to process it with JavaScript. Essentially, I collected the values as a single string for the website field and the “specific phrase” field, and used split(/\s+/) to make arrays out of the “contains all of the following” and “contains none of the following” fields. They are placed inside and object, and the contents of the object is then finally converted into the final query, which is copied onto the user’s clipboard. I did try to directly bring the user to the search page, but it didn’t work so well, so pasting the query into an existing search engine will have to work for now. I plan on turning this web page into a Chromium and Firefox extension after I’m done the webpage so that it’s even easier and more convenient to use.
Devlog #2: I finally fixed the code that redirects the user to the search page (as you can see in the attached screenshot). I spent a while trying to add even more search operators, but I decided that most people wouldn’t use them anyway and focus on more urgent features like turning it into an extension. Changes Clicking the search button now redirects the user to the search page instead of just copying it to keyboard README was updated to be better and include more things. Changed the font to Arial.
Devlog #3 So I finally turned advanced search ultimate into an Firefox extension. Right now, you still have to import the extension temporarily through about:debugging , but it works, and a popup pops up. I would show it in a screenshot, but it just does not show up on any of my screenshots. Probably an operating system issue. Essentially, I just used MDN Web docs to create the basis for the extension. Unfortunately, I didn’t understand a lot of it, so I had to use AI interpret some of it. I suppose I should make it compatible with Chromium, I don’t know how yet.
Devlog #4: Pretty massive overhaul. I updated the manifest to not be AI since it was AI previously. I don’t know why, but as of now the searching actually works (it’s been like a month so i might not remember, but i don’t think it worked previously). I also added 4 new (optional) search options: File type In title In URL In text I believe they work on all of the included search engines. I only tested on DuckDuckGo because that’s what I use. The options remain hidden most of the time, unless you click the blue button, which makes them appear.
Devlog #5: I’ve been preparing for shipping, because the project already has all the required features. I configured two separate manifest.json files, one for Chrome and one for Firefox. Since I’m not paying $5 for the Chrome Web Store developer license, the chrome extension is on GitHub, in both zip and crx format. And even though the mozilla store doesn’t require payment, it does take 24 hours to get approved, so yeah, the zip file is on GitHub also. I’ll wait until it’s on the mozilla store to ship. In the meantime, this is probably going to be the last devlog.
Devlog #6 (final devlog before ship): So I wasn’t that ready for shipping. I had to update the README and did some bugfixes. The main bug was that you could not select an option to search all filetypes, you were limited to pdf, or limited to docx, or whatever. That’s fixed now, and also the advanced options are no longer considered when they are hidden. (Screenshot is of the web page because I’m too lazy to install the extension again, since I use firefox I don’t think I can install permanently and last time I think I made a change that broke it)
Not really a devlog, but some IMPORTANT NOTES first, FOR FURTHER CLARIFICATION: The live demo link is the web version The Firefox link is linked in the README Releases for both Chrome and Firefox are in the GitHub releases The extension is now LIVE on the Mozilla Store, for Firefox-based browsers like Firefox, Librewolf, etc. Click here to download. For chrome users, well I’m not paying to put the extension onto the Chrome Web Store, so apologies. You can still try the web version or the manual installation.
Devlog #8: When I shipped the project, the feedback from the reviewers was mostly positive, and there was only one real problem: the UI sucks. Which, for the record, I totally agree with. I don’t know what I was thinking, shipping a project that looks like someone made it in like 2004. Now, uh… the UI is like 10% better. Yes, it took me 5 hours to do it (I mean, some of the time was spent improving the README to be better). I went through like 10 different versions with different colours, fonts, and text box rounding. If you think one of the themes is better than the current one, please tell me, I need feedback.
Devlog #9: I wasted an hour trying to add time operators. Then I discovered that time and data operators are not universal across search engines, which means that it would take absolutely forever to implement it. Rather than waste more time, I just decided to cut my losses and quit before it consumes too much of my time. I still have several other projects I would like to start/finish, so yeah. TD;DR: spent an hour doing nothing (that I didn’t decided to undo).
Devlog #10: My UI still sucks. So, I searched for a website that looks good and easy to recreate. After about 15 minutes of searching with no avail, I realized that there was a really good website sitting right in front of me all this time: the Stardance website, which I’ve had open for like 5 hours atp. I proceded to use KColorChooser to get every single color on the Stardance website. I proceeded to make the extension look kinda like Stardance, except it is still noticeably worse. Some of the changes I implemented in order to be more like Stardance also doubled as general quality of life improvements. One such improvement was changing the search button to not even being able to be pressed when query is empty. It now copies the Stardance UI by greying out the button, and changing the cursor to “not-allowed”. A popup also appears when you hover over the greyed-out button, also like Stardance. The UI still needs some improvements probably, I hope I can get it done soon.
Devlog #11: I changed the spacing on the program to make it look better and also made it so that the user can search if the “contains all of the following” field is blank, as long as the specific search field has some content. If you’re wondering why it took me like an hour to do these simple changes, it because I had to package the extension and put it on GitHub (and the Mozilla store). I created two releases, and halfway through the second release, I realized that I forgot to change the version number in the manifest. Since I need an unique version number to put it on Firefox, I changed the release I was working on. And I just gave up on changing the already released on, since I’ve already spent like 17 minutes timelapsing, and wasn’t a fan of working 10 more minutes for something no one is actually going to see.
Devlog #12: I made an optimization change that would reduce lag for people on slower internet connections. Before, the search engine font would load from Google fonts. I literally live on cell data and public wifi, so it takes a good few seconds to load. Usually, this wouldn’t be that much of an issue, but I realized that the extension just… breaks when the font is incorrect. This is because I write horrible code, and the location of everything is configured for the correct font only. I’m also too lazy to configure a proper fallback font. What I did was I just downloaded the font and put it into the assets folder. Yes, it’s that simple. Yes, I did write a 3 paragraph devlog for a change that took me only a few minutes.
Devlog #13: I added an AI filter setting. Many search engines have AI overview, which some people (like me) don’t want. So I added a way to remove it. DuckDuckGo has a no AI mode at noai.duckduckgo.com, which is good that the devs were so thoughtful. Google also has a secret “web” mode that does not have the AI overview when you append &udm=14 at the end of the URL. So I just implemented those things, which took way too long since my code is spaghetti :).
Devlog #14: The extension now saves the last search engine you used, and in the case of Google and DuckDuckGo, whether you decided to use AI or not. I probably didn’t implement the feature very well, but according to my tests it works on both Firefox and Brave. It was done with localstorage, which I have worked with before and am pretty comfortable with. IDK why I’m still working on this project, 4 months after I started it.
Ships:
I made a browser extension that makes searching the internet easier. Some people might not know this, but most search engines actually have advanced search operators that can narrow down your search results even more by filtering by keywords not to include, keywords in the title or URL, and what specific site to search in. But most of the time, those search engine advanced operators require a lot of memorization. That’s where this extension comes in. The Advanced Search Ultimate extension provides faster advanced searching from every page and supports six of the most popular search engines. Even if you don’t need advanced searching in a particular scenario, you can open the extension and instantly search from anywhere. It also saves brainpower if you don’t want to memorize all the operators. This is my first extension, and I couldn’t really find many good tutorials that were short enough that my attention span could handle it, so yeah please pardon my 7 hours of coding time. Note that this extension isn’t available on the Chrome or Firefox extension stores yet due to the Chrome Web Store being locked behind a paywall and the Mozilla Store is still verifying that the project is not malware.
I created a better GUI and fixed some bugs for Advanced Search Ultimate, a optimized searching extension. I feel like the UI looks pretty good (inspired by the Stardance UI). Note: the project is available on the Firefox extension store (link in README) but not the Chrome Web Store, because Chrome Web Stores requires an one-time payment for me to put extensions on there....
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1793108917.588871
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1793195317.588871
|
|
31014
|
RockBuild by @prajithvishnur | Stardance
|
prajithvishnur
|
2
|
24.0
|
153
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T18:42:23Z", "hours": 15.0, "multiplier": 15.61, "payout": 145, "blessing": "neutral", "text": "I created a rocket building sim. At the beginning AI helped me a lot but then I learned and reworked the app on my own. I feel it is a lot better now and I hope you all enjoy!", "repo": "https://github.com/prajith-vishnu/stardance-rocket-builder", "demo": "https://stardance-rocket-builder.vercel.app"}, {"ship_num": 2, "ts": "2026-07-06T15:05:41Z", "hours": 9.0, "multiplier": 6.64, "payout": 8, "blessing": "neutral", "text": "I made a basic rocket sim for people to build and test their own rockets. The hardest part was trying to get the physics right and writing the code.", "repo": "https://github.com/prajith-vishnu/stardance-rocket-builder", "demo": "https://stardance-rocket-builder.vercel.app"}]...
|
[{"post_id": 25447, "ts": "202 [{"post_id": 25447, "ts": "2026-07-09T18:41:35Z", "hours": 6.0172, "text": "I reworked a lot of the code on my own and redid the physics to make the rockets fly a little higher. I think it’s getting better now. Thank you all for the feedback from the first ship!"}, {"post_id": 24815, "ts": "2026-07-08T16:52:59Z", "hours": 5.5656, "text": "worked on making changes. added a countdown timer, height counter, etc."}, {"post_id": 24120, "ts": "2026-07-07T14:11:25Z", "hours": 0.9336, "text": "Changed the colors to make it more unique. :)"}, {"post_id": 23829, "ts": "2026-07-07T00:13:01Z", "hours": 1.1783, "text": "Improved rocket and game design. my goal is to make this as realistic as possible"}, {"post_id": 23683, "ts": "2026-07-06T19:52:45Z", "hours": 0.3119, "text": "Created a background, I now want to work on making it more realistic."}, {"post_id": 23659, "ts": "2026-07-06T19:27:13Z", "hours": 0.4708, "text": "I dont like how bland it looks so I am going to start wokring on building a world for it."}, {"post_id": 23545, "ts": "2026-07-06T15:58:38Z", "hours": 0.5797, "text": "Created a start screen and made some visual changes."}, {"post_id": 23507, "ts": "2026-07-06T15:04:30Z", "hours": 9.3619, "text": "Finished the demo. going to work on polishing the project."}]...
|
Title: RockBuild by @prajithvishnur | Stardance
D Title: RockBuild by @prajithvishnur | Stardance
Devlogs:
Finished the demo. going to work on polishing the project.
Created a start screen and made some visual changes.
I dont like how bland it looks so I am going to start wokring on building a world for it.
Created a background, I now want to work on making it more realistic.
Improved rocket and game design. my goal is to make this as realistic as possible
Changed the colors to make it more unique. :)
worked on making changes. added a countdown timer, height counter, etc.
I reworked a lot of the code on my own and redid the physics to make the rockets fly a little higher. I think it’s getting better now. Thank you all for the feedback from the first ship!
Ships:
I made a basic rocket sim for people to build and test their own rockets. The hardest part was trying to get the physics right and writing the code.
I created a rocket building sim. At the beginning AI helped me a lot but then I learned and reworked the app on my own. I feel it is a lot better now and I hope you all enjoy!...
|
1793108972.333667
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1793195372.333667
|
|
31046
|
GhostShell by @Hertty10 | Stardance
|
Hertty10
|
2
|
4.0
|
8
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-16T14:34:26Z", "hours": 2.0, "multiplier": 4.3, "payout": 6, "blessing": "cursed", "text": "ive added a couple more commands if u wanna check. any feedback is welcome", "repo": "https://github.com/Hertty15/GhostShell", "demo": "https://ghostshell-0v94.onrender.com"}, {"ship_num": 2, "ts": "2026-07-08T15:06:49Z", "hours": 2.0, "multiplier": 1.67, "payout": 2, "blessing": "cursed", "text": "its a shell running in ur browser. it cant do anything like opening sites but it shows time it has a couple of commands to js start it off. not that useful js made it for fun", "repo": "https://github.com/Hertty15/GhostShell", "demo": "https://ghostshell-0v94.onrender.com"}]...
|
[{"post_id": 29517, "ts": "202 [{"post_id": 29517, "ts": "2026-07-16T14:33:56Z", "hours": 0.3947, "text": "added a couple more commandds"}, {"post_id": 25203, "ts": "2026-07-09T09:37:07Z", "hours": 0.3697, "text": "added new commands"}, {"post_id": 25196, "ts": "2026-07-09T08:46:11Z", "hours": 1.7214, "text": "newer ui"}, {"post_id": 24748, "ts": "2026-07-08T15:02:40Z", "hours": 0.3142, "text": "had a problem with the line breaks now its working"}, {"post_id": 24568, "ts": "2026-07-08T07:40:13Z", "hours": 0.7844, "text": "opening urls isnt working still"}, {"post_id": 23658, "ts": "2026-07-06T19:25:23Z", "hours": 0.3581, "text": "got the web version which ull can try"}, {"post_id": 23628, "ts": "2026-07-06T18:12:52Z", "hours": 1.0264, "text": "can open url if being specific and shows the time when msged. can show some system info. can do a random ig fun command which is useless."}]...
|
Title: GhostShell by @Hertty10 | Stardance
Devlog Title: GhostShell by @Hertty10 | Stardance
Devlogs:
can open url if being specific and shows the time when msged. can show some system info. can do a random ig fun command which is useless.
got the web version which ull can try
opening urls isnt working still
had a problem with the line breaks now its working
newer ui
added new commands
added a couple more commandds
Ships:
its a shell running in ur browser. it cant do anything like opening sites but it shows time it has a couple of commands to js start it off. not that useful js made it for fun
ive added a couple more commands if u wanna check. any feedback is welcome...
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1792878852.7122052
|
1793742852.7122052
|
|
31050
|
DevScope by @Riko | Stardance
|
Riko
|
2
|
20.0
|
213
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-08T15:53:25Z", "hours": 17.0, "multiplier": 11.21, "payout": 186, "blessing": "neutral", "text": "DevScope is finally live! (I completely changed the UI for my first ship.) DevScope is a GitHub profile analyzer I built to make exploring GitHub profiles a little easier. It brings profile info, repos, languages, and activity together in one dashboard instead of having to go through different sections of a GitHub profile. This release includes GitHub profile search, a repository explorer, language distribution charts, an activity heatmap based on repository pushes, and profile comparison. It fetches live data from the GitHub REST API and is built with React, JavaScript, Tailwind CSS, Recharts, and Vite. I mainly built this project to get more comfortable working with APIs and real-world data while building something I could actually use. There are still things I want to improve and add, so I’ll probably come back to it with more updates. NOTE: Enter the correct GitHub username Highlights GitHub profile search Profile info & stats Repository explorer Language distribution Profile comparison Activity heatmap Live GitHub API data Interactive dashboard", "repo": "https://github.com/anshumitasahu/DevScope", "demo": "https://playful-pony-f2277a.netlify.app/"}, {"ship_num": 2, "ts": "2026-07-06T10:47:18Z", "hours": 3.0, "multiplier": 10.35, "payout": 27, "blessing": "neutral", "text": "Built: • A GitHub profile analyzer that lets you explore developer stats, repositories, and language usage through a clean, interactive dashboard. Challenge: • Fetching data from multiple GitHub API endpoints and combining it into meaningful insights while keeping the UI responsive. Proud of: • The overall UI and how raw GitHub data is transformed into something that’s easy to explore and understand. Testing: • Just enter any public GitHub username, and the dashboard will fetch live data from GitHub.", "repo": "https://github.com/anshumitasahu/DevScope", "demo": "https://playful-pony-f2277a.netlify.app/"}]...
|
[{"post_id": 43344, "ts": "202 [{"post_id": 43344, "ts": "2026-08-08T15:25:57Z", "hours": 0.5842, "text": "Just fixed the README.."}, {"post_id": 43307, "ts": "2026-08-08T14:32:54Z", "hours": 1.0419, "text": "Added alerts and loading in the analyzer and compare pages.. updating README"}, {"post_id": 43249, "ts": "2026-08-08T12:28:37Z", "hours": 1.0406, "text": "Fixed the issue where entering a username on the Home page navigated to Analyzer, but the URL wasn’t updating properly , causing the page to jitter whenever the input changed . Fixed the URL update logic and cleaned up unused code across the codebase."}, {"post_id": 25199, "ts": "2026-07-09T08:48:36Z", "hours": 0.8744, "text": "It’s satisfying to finally see DevScope reach this stage. What started as a simple idea has gradually evolved into a complete project through weeks of learning, experimenting, debugging, refactoring, and countless iterations. There were moments when features didn’t work as expected, layouts completely broke after small changes, and bugs took far longer to solve than I anticipated. More than once, I found myself rewriting components because I realized there was a cleaner or more scalable approach. Looking back, every one of those setbacks taught me something valuable about React, state management, component architecture, asynchronous programming, and UI/UX design. This project pushed me well beyond my comfort zone. Instead of just making things work, I spent time improving code quality, making components reusable, and refining the overall user experience. Seeing DevScope evolve from a basic GitHub analyzer into something I’m genuinely proud of has been one of the most rewarding parts of this journey. The core functionality is now complete, and I genuinely hope there aren’t any more major UI changes left to make. After one final round of testing, polishing, and fixing any remaining edge cases, DevScope should be ready for its release. Hopefully, the next time I post about DevScope, it’ll be to announce that it’s officially live. 🚀"}, {"post_id": 24859, "ts": "2026-07-08T18:29:13Z", "hours": 0.3428, "text": "#DevLog 🚀 Built the foundation of the GitHub profile comparison feature in DevScope. Implemented parallel profile fetching with Promise.all, created reusable comparison components, and added side-by-side profile analysis with key developer metrics like followers, repositories, stars, forks, account age, and language usage. I barely spent any time on the UI today, yet it’s already looking good. Just a few final touches remain before the project is ready to ship. It’s exciting to finally see this project reaching the finish line. Looking forward to sharing the completed version soon. 🚀 I hope the finish line is finally in sight.(Fingers Crossed!)"}, {"post_id": 24846, "ts": "2026-07-08T17:57:06Z", "hours": 5.0133, "text": "Working on the compare page of devscope.. focusing mostly on logic and ux.. im damn too tried to focus on the style … and it still looks good"}, {"post_id": 24212, "ts": "2026-07-07T17:02:23Z", "hours": 4.0058, "text": "Video Demo today was one of those days that reminds me why I love this craft.I went all in on the landing page. What started as a simple polish turned into a full-on UI/UX glow-up. I ripped apart the old layout, rebuilt the visual hierarchy, refined every micro-interaction, and tightened the flow until it felt buttery smooth. The typography, spacing, color balance, the way elements breathe on the screen everything just clicks now.I’m genuinely proud of how it turned out. It doesn’t just look good. It feels premium. It feels like us. The kind of landing page that makes visitors stop scrolling and actually pay attention.And here’s the best part: I got some real feedback the other day calling out areas that needed improvement on the UI/UX. Instead of getting defensive, I took that shit straight to heart. I let it sit with me, dissected it, and then went nuclear on the redesign. No ego protection. Just pure execution.And damn… bang. It looks beautiful now. Clean, confident, modern, and actually delightful to use."}, {"post_id": 24012, "ts": "2026-07-07T09:22:28Z", "hours": 2.7772, "text": "DevLog — DevScope Update: Refactored and reworked major parts of DevScope with a focus on improving the overall user experience and interface consistency. The homepage has been redesigned with a cleaner layout and better user flow, the navbar has been simplified for improved navigation, and the search experience has been optimized with direct navigation to the analyzer. Along with these UI/UX improvements, the structure and styling were refined to make the application feel more polished, focused, and maintainable."}, {"post_id": 23517, "ts": "2026-07-06T15:15:12Z", "hours": 0.9275, "text": "Worked on polishing DevScope’s UX today. The home page search now redirects directly to the Analyzer page, and pressing Enter triggers analysis instantly, making the flow much smoother. Also refined several UI elements for a cleaner, more consistent experience. Small changes overall, but they significantly improve usability. Feedback and reviews are welcome."}, {"post_id": 22977, "ts": "2026-07-05T17:40:58Z", "hours": 2.6367, "text": "Today’s update: Completed DevScope!! Finished the analyzer page Integrated the GitHub API for profile and repository data Added language distribution charts with Recharts Polished the UI with contribution & repository insights."}]...
|
Title: DevScope by @Riko | Stardance
Devlogs:
Tod Title: DevScope by @Riko | Stardance
Devlogs:
Today’s update: Completed DevScope!! Finished the analyzer page Integrated the GitHub API for profile and repository data Added language distribution charts with Recharts Polished the UI with contribution & repository insights.
Worked on polishing DevScope’s UX today. The home page search now redirects directly to the Analyzer page, and pressing Enter triggers analysis instantly, making the flow much smoother. Also refined several UI elements for a cleaner, more consistent experience. Small changes overall, but they significantly improve usability. Feedback and reviews are welcome.
DevLog — DevScope Update: Refactored and reworked major parts of DevScope with a focus on improving the overall user experience and interface consistency. The homepage has been redesigned with a cleaner layout and better user flow, the navbar has been simplified for improved navigation, and the search experience has been optimized with direct navigation to the analyzer. Along with these UI/UX improvements, the structure and styling were refined to make the application feel more polished, focused, and maintainable.
Video Demo today was one of those days that reminds me why I love this craft.I went all in on the landing page. What started as a simple polish turned into a full-on UI/UX glow-up. I ripped apart the old layout, rebuilt the visual hierarchy, refined every micro-interaction, and tightened the flow until it felt buttery smooth. The typography, spacing, color balance, the way elements breathe on the screen everything just clicks now.I’m genuinely proud of how it turned out. It doesn’t just look good. It feels premium. It feels like us. The kind of landing page that makes visitors stop scrolling and actually pay attention.And here’s the best part: I got some real feedback the other day calling out areas that needed improvement on the UI/UX. Instead of getting defensive, I took that shit straight to heart. I let it sit with me, dissected it, and then went nuclear on the redesign. No ego protection. Just pure execution.And damn… bang. It looks beautiful now. Clean, confident, modern, and actually delightful to use.
Working on the compare page of devscope.. focusing mostly on logic and ux.. im damn too tried to focus on the style … and it still looks good
#DevLog 🚀 Built the foundation of the GitHub profile comparison feature in DevScope. Implemented parallel profile fetching with Promise.all, created reusable comparison components, and added side-by-side profile analysis with key developer metrics like followers, repositories, stars, forks, account age, and language usage. I barely spent any time on the UI today, yet it’s already looking good. Just a few final touches remain before the project is ready to ship. It’s exciting to finally see this project reaching the finish line. Looking forward to sharing the completed version soon. 🚀 I hope the finish line is finally in sight.(Fingers Crossed!)
It’s satisfying to finally see DevScope reach this stage. What started as a simple idea has gradually evolved into a complete project through weeks of learning, experimenting, debugging, refactoring, and countless iterations. There were moments when features didn’t work as expected, layouts completely broke after small changes, and bugs took far longer to solve than I anticipated. More than once, I found myself rewriting components because I realized there was a cleaner or more scalable approach. Looking back, every one of those setbacks taught me something valuable about React, state management, component architecture, asynchronous programming, and UI/UX design. This project pushed me well beyond my comfort zone. Instead of just making things work, I spent time improving code quality, making components reusable, and refining the overall user experience. Seeing DevScope evolve from a basic GitHub analyzer into something I’m genuinely proud of has been one of the most rewarding parts of this journey. The core functionality is now complete, and I genuinely hope there aren’t any more major UI changes left to make. After one final round of testing, polishing, and fixing any remaining edge cases, DevScope should be ready for its release. Hopefully, the next time I post about DevScope, it’ll be to announce that it’s officially live. 🚀
Fixed the issue where entering a username on the Home page navigated to Analyzer, but the URL wasn’t updating properly , causing the page to jitter whenever the input changed . Fixed the URL update logic and cleaned up unused code across the codebase.
Added alerts and loading in the analyzer and compare pages.. updating README
Just fixed the README..
Ships:
Built: • A GitHub profile analyzer that lets you explore developer stats, repositories, and language usage through a clean, interactive dashboard. Challenge: • Fetching data from multiple GitHub API endpoints and combining it into meaningful insights while keeping the UI responsive. Proud of: • The overall UI and how raw GitHub data is transformed into something that’s easy to explore and understand. Testing: • Just enter any public GitHub username, and the dashboard will fetch live data from GitHub.
DevScope is finally live! (I completely changed the UI for my first ship.) DevScope is a GitHub profile analyzer I built to make exploring GitHub profiles a little easier. It brings profile info, repos, languages, and activity together in one dashboard instead of having to go through different sections of a GitHub profile. This release includes GitHub profile search, a repository explorer, language distribution charts, an activity heatmap based on repository pushes, and profile comparison. It fetches live data from the GitHub REST API and is built with React, JavaScript, Tailwind CSS, Recharts, and Vite. I mainly built this project to get more comfortable working with APIs and real-world data while building something I could actually use. There are still things I want to improve and add, so I’ll probably come back to it with more updates. NOTE: Enter the correct GitHub username Highlights GitHub profile search Profile info & stats Repository explorer Language distribution Profile comparison Activity heatmap Live GitHub API data Interactive dashboard...
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1792878683.7688456
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1793742683.7688456
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31171
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My Personal Site by @Mokshgna | Stardance
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Mokshgna
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2
|
6.0
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0
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T04:02:19Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "A small website about me it is small in size but for me as a beginner its as huge the sun!!!", "repo": "https://github.com/mokshgna13-glitch/my_personal_site", "demo": "https://mokshgna13-glitch.github.io/my_personal_site/"}, {"ship_num": 2, "ts": "2026-07-31T06:37:39Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I built my personal website using HTML and CSS. It includes different sections about me, my interests, projects, and goals. I wanted the website to feel modern and personal instead of looking like a basic template. The challenging part was organizing the layout and making the different sections look clean and consistent. I also worked on improving the styling, spacing, colors, and overall design. I’m proud that I built and customized the website myself and turned my ideas into a real website that people can visit online. This project also helped me understand how HTML structures a webpage and how CSS controls its design. To test the project, open the deployed website using the Try project button. You can scroll through the sections and explore the website. I used AI for help with small coding questions, debugging, and improving some parts of the design, but I built and customized the website myself.", "repo": "https://github.com/mokshgna13-glitch/my_personal_site", "demo": "https://mokshgna13-glitch.github.io/my_personal_site/"}]...
|
[{"post_id": 53005, "ts": "202 [{"post_id": 53005, "ts": "2026-08-23T12:03:52Z", "hours": 2.985, "text": "This is my simple dimple WEBSITE!!"}, {"post_id": 38028, "ts": "2026-07-31T05:44:19Z", "hours": 3.305, "text": "My own personal portfolio"}]...
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Title: My Personal Site by @Mokshgna | Stardance
Title: My Personal Site by @Mokshgna | Stardance
Devlogs:
My own personal portfolio
This is my simple dimple WEBSITE!!
Ships:
I built my personal website using HTML and CSS. It includes different sections about me, my interests, projects, and goals. I wanted the website to feel modern and personal instead of looking like a basic template. The challenging part was organizing the layout and making the different sections look clean and consistent. I also worked on improving the styling, spacing, colors, and overall design. I’m proud that I built and customized the website myself and turned my ideas into a real website that people can visit online. This project also helped me understand how HTML structures a webpage and how CSS controls its design. To test the project, open the deployed website using the Try project button. You can scroll through the sections and explore the website. I used AI for help with small coding questions, debugging, and improving some parts of the design, but I built and customized the website myself.
A small website about me it is small in size but for me as a beginner its as huge the sun!!!...
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1792993727.5302563
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1793080127.5302563
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31246
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Pick-A-Path by @Charlie_Coder | Stardance
|
Charlie_Coder
|
2
|
11.0
|
95
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-21T04:17:31Z", "hours": 4.0, "multiplier": 5.16, "payout": 19, "blessing": "neutral", "text": "Pick-A-Path: I have created a simple pick-a-path website game :) I have made a pick-a-path game with simple storylines that the user transports through. It is a website-based game hosted by myself. Why: I am not a particularly good storyteller, but my goal with this was to improve my understanding of html, CSS, and JavaScript. How to use Click try project, and you will be transported to my website! The scaling should be fine for most screens. If the sizing doesn’t seem right to you, you can judge proportions off my screenshots (that is how intended). Select a level (I recommend starting at level 1) Read the story, and press the buttons to make your decisions as you go through the story Once you finish a level, it will make the level button go green (using localstorage) to keep track of completed levels. Thank you for having the time to read this, and I hope you love it :)", "repo": "https://github.com/CharlieLindsay/pickapath", "demo": "https://pickapath.charleilei.dpdns.org"}, {"ship_num": 2, "ts": "2026-07-11T09:10:57Z", "hours": 7.0, "multiplier": 11.7, "payout": 76, "blessing": "neutral", "text": "Pick-A-Path A simple pick-a-path website game :) What I have made: I have made a pick-a-path game website, with simple storylines that the user transports through. Why: I am not a particularly good storyteller, but my goal with this was to improve my understanding of html, CSS, and JavaScript. How to use Click try project, and you will be transported to my website! The scaling should be fine for most screens. If the sizing doesn’t seem right to you, you can judge proportions off my screenshots (that is how intended). Select a level (I recommend starting at level 1) Read the story, and press the buttons to make your decisions as you go through the story Thank you for having the time to read this, and I hope you love it :)", "repo": "https://github.com/CharlieLindsay/pickapath", "demo": "https://pickapath.charleilei.dpdns.org"}]...
|
[{"post_id": 32165, "ts": "202 [{"post_id": 32165, "ts": "2026-07-21T04:15:28Z", "hours": 0.5828, "text": "I have done lots of small touch-ups, fixes, and other small adjustments like making the completion saving to localstorage work in all cases. I also slightly changed the README, and changed the screenshot there. I am ready for my second ship!"}, {"post_id": 31669, "ts": "2026-07-20T08:36:40Z", "hours": 1.0203, "text": "This took a lot of effort, but I have finally got it so the site remembers what levels you have completed! (Through localstorage). The level in question goes green after it has been completed some way or another. Failing the level doesn’t count."}, {"post_id": 31641, "ts": "2026-07-20T06:27:04Z", "hours": 0.4992, "text": "I have improved some of the CSS. One of the problems I had was with the “about” part on my main screen being over top of other containers with different scaled screens. I made some improvements for that. I also changed some colours, including with the buttons. I made it so the header slightly fades on hover. I also did some other minor changes."}, {"post_id": 31044, "ts": "2026-07-19T03:48:03Z", "hours": 0.2644, "text": "I made some UI changes. I did some others changes, but my main goal was to start on the user interface and CSS. I have made some changes, including changing the top header margin, the colours, and the font family (I got one from Google Fonts)."}, {"post_id": 30574, "ts": "2026-07-18T08:28:32Z", "hours": 0.4794, "text": "I have made some slight improvements to the header and, also, I have made it so every level links back to the menu page. In my demonstration the domain changes. That is because I have a separate domain that caching is bypassing currently for debugging, but the one the site uses is the one still at deployment readiness. (So while I go cmlin.win -> charleilei.dpdns.org, everyone else will stay the same)."}, {"post_id": 30433, "ts": "2026-07-17T23:38:50Z", "hours": 0.8908, "text": "Thanks for all the feedback from the first ship! I appreciate all the help! Here is everything I have done since the last ship: My free domain grant came through, so now I have a domain that I have set on Cloudflare to not cache, allowing me to keep hosting my site fast through cloudflare, while also using the domain for testing. Started working on level four files Improving CSS, following suggestions Updated README slightly Fixed some grammar and incorrect coding I missed (but didn’t affect the visibility at this point) Removed the footer from all the actual level pages as it kind of got in the way in cases, this got mentioned in feedback, and it isn’t really necessary, so it is only on the main page What I plan to do: I didn’t get any feedback about not enough stories, so that isn’t a priority here (but eventually I will do a lot more with the levels IMPORTANT: I did get a lot of feedback about improving the UI and CSS, and keep consistency especially with the rounding of corners Other small adjustments based off feedback Link to the menu through the heading on each page Add images Improve endings Addressing other feedback I got feedback suggesting adding a back button. This is quite a good idea, although I won’t implement it in this case. Lots of the stories have endings and I don’t think the user should be able to back out. And, in some cases, it goes to a separate html file. In those cases the user can simply press the back button on their browser. Thanks for reading this!"}, {"post_id": 26468, "ts": "2026-07-11T08:51:48Z", "hours": 1.1014, "text": "Changes I have made prior to first ship: Completed the storylines Changed file namings Added more files for story continuing Changed README and screenshot Modified CSS, especially with :hover Other small changes My thoughts I think I am ready to present a first shipment of my project. I may add more in the future, but I am happy with what I have got now. I hope you like it! Below is my introductory ship message properly formatted: Pick-A-Path What I made I have made a pick-a-path game website, with simple storylines that the user transports through. Why I am not a particularly good storyteller, but my goal with this was to improve my understanding of html, CSS, and JavaScript. How I have been coding all this through Visual Studio Code in my browser to my Raspberry Pi through Codeserver I have learned some basics of html through my school, some of which I implemented here How to use Click try project, and you will be transported to my website! The scaling should be fine for most screens. If the sizing doesn’t seem right to you, you can judge proportions off my screenshots (that is how intended). Select a level (I recommend starting at level 1) Read the story, and press the buttons to make your decisions as you go through the story Thank you for having the time to read this, and I hope you love it :)"}, {"post_id": 26412, "ts": "2026-07-11T05:59:19Z", "hours": 0.6231, "text": "Completed level two coding and writing! I have made it more simple for this level with the file structure, as can be seen in the screenshot. There is less JavaScript, and more separate html files, to accommodate for a different storyline than the first one. Also, in this one the left and right JavaScript buttons are swapped around."}, {"post_id": 26396, "ts": "2026-07-11T05:00:52Z", "hours": 1.9219, "text": "Some of the additions I have made Added some different background colours depending on the location of the part of the story Added more to the story, started level 2 Improved some files, and changed JavaScript and also improved readability"}, {"post_id": 25744, "ts": "2026-07-10T05:45:38Z", "hours": 0.9931, "text": "I have done more changes than I can list, but here are some of the main ones: CSS styling improvements Improved the buttons and their animations Added more to the storyline Improved file organisation Added a website icon"}, {"post_id": 25035, "ts": "2026-07-08T23:43:35Z", "hours": 0.4406, "text": "I added more to the storyline and changed some colours."}, {"post_id": 23967, "ts": "2026-07-07T06:24:58Z", "hours": 0.4794, "text": "I have added some more of the story to the pick-a-path and done a lot of file and folder organisation to make it easier to continue to develop."}, {"post_id": 23935, "ts": "2026-07-07T04:30:23Z", "hours": 0.6892, "text": "I have achieved the following: Levels Menu Start of story for level one Buttons that can be selected and activate JavaScript functions A stage tracker Separate html files only once games branch off"}, {"post_id": 23356, "ts": "2026-07-06T08:40:33Z", "hours": 0.3256, "text": "I setup the following: Repo Initialised Hackatime Tracking Main files created Hosting live from my server Made available globally, and disabled Cloudflare caching during development Added title and sub-header Added simple CSS"}]...
|
Title: Pick-A-Path by @Charlie_Coder | Stardance
Title: Pick-A-Path by @Charlie_Coder | Stardance
Devlogs:
I setup the following: Repo Initialised Hackatime Tracking Main files created Hosting live from my server Made available globally, and disabled Cloudflare caching during development Added title and sub-header Added simple CSS
I have achieved the following: Levels Menu Start of story for level one Buttons that can be selected and activate JavaScript functions A stage tracker Separate html files only once games branch off
I have added some more of the story to the pick-a-path and done a lot of file and folder organisation to make it easier to continue to develop.
I added more to the storyline and changed some colours.
I have done more changes than I can list, but here are some of the main ones: CSS styling improvements Improved the buttons and their animations Added more to the storyline Improved file organisation Added a website icon
Some of the additions I have made Added some different background colours depending on the location of the part of the story Added more to the story, started level 2 Improved some files, and changed JavaScript and also improved readability
Completed level two coding and writing! I have made it more simple for this level with the file structure, as can be seen in the screenshot. There is less JavaScript, and more separate html files, to accommodate for a different storyline than the first one. Also, in this one the left and right JavaScript buttons are swapped around.
Changes I have made prior to first ship: Completed the storylines Changed file namings Added more files for story continuing Changed README and screenshot Modified CSS, especially with :hover Other small changes My thoughts I think I am ready to present a first shipment of my project. I may add more in the future, but I am happy with what I have got now. I hope you like it! Below is my introductory ship message properly formatted: Pick-A-Path What I made I have made a pick-a-path game website, with simple storylines that the user transports through. Why I am not a particularly good storyteller, but my goal with this was to improve my understanding of html, CSS, and JavaScript. How I have been coding all this through Visual Studio Code in my browser to my Raspberry Pi through Codeserver I have learned some basics of html through my school, some of which I implemented here How to use Click try project, and you will be transported to my website! The scaling should be fine for most screens. If the sizing doesn’t seem right to you, you can judge proportions off my screenshots (that is how intended). Select a level (I recommend starting at level 1) Read the story, and press the buttons to make your decisions as you go through the story Thank you for having the time to read this, and I hope you love it :)
Thanks for all the feedback from the first ship! I appreciate all the help! Here is everything I have done since the last ship: My free domain grant came through, so now I have a domain that I have set on Cloudflare to not cache, allowing me to keep hosting my site fast through cloudflare, while also using the domain for testing. Started working on level four files Improving CSS, following suggestions Updated README slightly Fixed some grammar and incorrect coding I missed (but didn’t affect the visibility at this point) Removed the footer from all the actual level pages as it kind of got in the way in cases, this got mentioned in feedback, and it isn’t really necessary, so it is only on the main page What I plan to do: I didn’t get any feedback about not enough stories, so that isn’t a priority here (but eventually I will do a lot more with the levels IMPORTANT: I did get a lot of feedback about improving the UI and CSS, and keep consistency especially with the rounding of corners Other small adjustments based off feedback Link to the menu through the heading on each page Add images Improve endings Addressing other feedback I got feedback suggesting adding a back button. This is quite a good idea, although I won’t implement it in this case. Lots of the stories have endings and I don’t think the user should be able to back out. And, in some cases, it goes to a separate html file. In those cases the user can simply press the back button on their browser. Thanks for reading this!
I have made some slight improvements to the header and, also, I have made it so every level links back to the menu page. In my demonstration the domain changes. That is because I have a separate domain that caching is bypassing currently for debugging, but the one the site uses is the one still at deployment readiness. (So while I go cmlin.win -> charleilei.dpdns.org, everyone else will stay the same).
I made some UI changes. I did some others changes, but my main goal was to start on the user interface and CSS. I have made some changes, including changing the top header margin, the colours, and the font family (I got one from Google Fonts).
I have improved some of the CSS. One of the problems I had was with the “about” part on my main screen being over top of other containers with different scaled screens. I made some improvements for that. I also changed some colours, including with the buttons. I made it so the header slightly fades on hover. I also did some other minor changes.
This took a lot of effort, but I have finally got it so the site remembers what levels you have completed! (Through localstorage). The level in question goes green after it has been completed some way or another. Failing the level doesn’t count.
I have done lots of small touch-ups, fixes, and other small adjustments like making the completion saving to localstorage work in all cases. I also slightly changed the README, and changed the screenshot there. I am ready for my second ship!
Ships:
Pick-A-Path A simple pick-a-path website game :) What I have made: I have made a pick-a-path game website, with simple storylines that the user transports through. Why: I am not a particularly good storyteller, but my goal with this was to improve my understanding of html, CSS, and JavaScript. How to use Click try project, and you will be transported to my website! The scaling should be fine for most screens. If the sizing doesn’t seem right to you, you can judge proportions off my screenshots (that is how intended). Select a level (I recommend starting at level 1) Read the story, and press the buttons to make your decisions as you go through the story Thank you for having the time to read this, and I hope you love it :)
Pick-A-Path: I have created a simple pick-a-path website game :) I have made a pick-a-path game with simple storylines that the user transports through. It is a website-based game hosted by myself. Why: I am not a particularly good storyteller, but my goal with this was to improve my understanding of html, CSS, and JavaScript. How to use Click try project, and you will be transported to my website! The scaling should be fine for most screens. If the sizing doesn’t seem right to you, you can judge proportions off my screenshots (that is how intended). Select a level (I recommend starting at level 1) Read the story, and press the buttons to make your decisions as you go through the story Once you finish a level, it will make the level button go green (using localstorage) to keep track of completed levels. Thank you for having the time to read this, and I hope you love it :)...
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1793108841.0940795
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1793195241.0940795
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31254
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Hacking sim by @Makkonen | Stardance
|
Makkonen
|
2
|
5.0
|
17
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-27T11:22:13Z", "hours": 4.0, "multiplier": 3.42, "payout": 13, "blessing": "neutral", "text": "I made an hacking simulator inspired by Hackertyper, it features matrix green letters, an black background, an side panel for settings, and an box where you can type anything that you want and it turns into “Hacking code” I am proud of how good this project looks and i hope that others like it too! I am an beginner coder and i have to say, making this project has been SO fun for me but often very challenging too.", "repo": "https://github.com/MakkonenHugo/Hacking-simulator-V5", "demo": "https://makkonenhugo.github.io/Hacking-simulator-V5/"}, {"ship_num": 2, "ts": "2026-07-06T10:50:46Z", "hours": 1.0, "multiplier": 3.01, "payout": 4, "blessing": "neutral", "text": "I made an hacking simulator inspired by hackertyper, it features an box where you can type anything and it will change it to “Hacking code” The website has matrix green letters and you can use the site to prank your friends and familys. The website has two hacking terminals that you can change using the settings button", "repo": "https://github.com/MakkonenHugo/Hacking-simulator-V5", "demo": "https://makkonenhugo.github.io/Hacking-simulator-V5/"}]...
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[{"post_id": 35704, "ts": "202 [{"post_id": 35704, "ts": "2026-07-27T09:46:06Z", "hours": 0.6628, "text": "The people asked so i deliviered! I added an few secrets to the code as the picture shows. One of them being “Sudo ATP; install opsec” They are written purposelly wrong and they feature characters from popular hacking tv shows and games. So: “go catch them all!” -ash ketchup"}, {"post_id": 31289, "ts": "2026-07-19T16:07:47Z", "hours": 1.575, "text": "i reworked the settings so now instead of settings you have an side panel, also stuff kept going out of frame so i fixed that too, i also added green glow to everything and also added an fake cpu, ram and internet panel on the top right. Also now you can control the size of the terminal with an slider in the side panel."}, {"post_id": 31121, "ts": "2026-07-19T08:27:16Z", "hours": 1.0953, "text": "I added an matrix rain feature and then made an settings button for it so now you can make yourself look alot cooler, i also added an feature where when you press alt three times in a row you get an popup saying “acces granted” or “acces denied”. I also fixed an bug where you couldnt put the matrix rain feature on if the title was not hidden."}, {"post_id": 30815, "ts": "2026-07-18T18:59:11Z", "hours": 0.3961, "text": "I added an button where you can toggle on and off the title, i also fixed the red underlining in the “hacker code” and added an boot animation (it has an animation but the screenshot has the whole thing in it) and i think i will start making this project better."}, {"post_id": 23402, "ts": "2026-07-06T10:39:44Z", "hours": 0.4967, "text": "I fixed ALOT of bugs and styled the website to look futuristic with matrix like green letters, now you can change the hacking software in the settings button."}, {"post_id": 23382, "ts": "2026-07-06T09:42:32Z", "hours": 0.4339, "text": "I added styles for the website using css and added an script.jss so you can interract with the website. the website has bugs and the colours that i wanted arent showing so in the next devlog ill make them work"}, {"post_id": 23365, "ts": "2026-07-06T09:08:13Z", "hours": 0.3914, "text": "I made the html function so now the simulator has a textarea to display the streaming “code.” A div for pop-up messages like “Access Granted” or “Access Denied.”A settings area to toggle code style (hidden by default). Now i will start working on the styling. (i worked on this for an while just to see that hackatime wasnt on :D)"}]...
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Title: Hacking sim by @Makkonen | Stardance
Devlo Title: Hacking sim by @Makkonen | Stardance
Devlogs:
I made the html function so now the simulator has a textarea to display the streaming “code.” A div for pop-up messages like “Access Granted” or “Access Denied.”A settings area to toggle code style (hidden by default). Now i will start working on the styling. (i worked on this for an while just to see that hackatime wasnt on :D)
I added styles for the website using css and added an script.jss so you can interract with the website. the website has bugs and the colours that i wanted arent showing so in the next devlog ill make them work
I fixed ALOT of bugs and styled the website to look futuristic with matrix like green letters, now you can change the hacking software in the settings button.
I added an button where you can toggle on and off the title, i also fixed the red underlining in the “hacker code” and added an boot animation (it has an animation but the screenshot has the whole thing in it) and i think i will start making this project better.
I added an matrix rain feature and then made an settings button for it so now you can make yourself look alot cooler, i also added an feature where when you press alt three times in a row you get an popup saying “acces granted” or “acces denied”. I also fixed an bug where you couldnt put the matrix rain feature on if the title was not hidden.
i reworked the settings so now instead of settings you have an side panel, also stuff kept going out of frame so i fixed that too, i also added green glow to everything and also added an fake cpu, ram and internet panel on the top right. Also now you can control the size of the terminal with an slider in the side panel.
The people asked so i deliviered! I added an few secrets to the code as the picture shows. One of them being “Sudo ATP; install opsec” They are written purposelly wrong and they feature characters from popular hacking tv shows and games. So: “go catch them all!” -ash ketchup
Ships:
I made an hacking simulator inspired by hackertyper, it features an box where you can type anything and it will change it to “Hacking code” The website has matrix green letters and you can use the site to prank your friends and familys. The website has two hacking terminals that you can change using the settings button
I made an hacking simulator inspired by Hackertyper, it features matrix green letters, an black background, an side panel for settings, and an box where you can type anything that you want and it turns into “Hacking code” I am proud of how good this project looks and i hope that others like it too! I am an beginner coder and i have to say, making this project has been SO fun for me but often very challenging too....
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1793094671.2741385
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1793181071.2741385
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31437
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Neverland OS by @253_Mathilde_IYKYK | Stardance
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253_Mathilde_IYKYK
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2
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87.0
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1295
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-08-17T15:36:45Z", "hours": 68.0, "multiplier": 18.97, "payout": 1295, "blessing": "neutral", "text": "Neverland OS is a web-based OS with a Peter Pan/Tinkerbell theme. Unlike other operating systems, Neverland OS doesn’t prioritize either design or performance. It tries to be good at both. It has a Notes app, a Music app, a Gallery app, a Game, a Video app, a NASA app, a Wikipedia app, a Hubble app, and a User Manual app. It also has mini apps like a search bar, a timer, weather, and more. My goal was to create something that looks unique. Because when we program, we often have other operating systems in our head. So we automatically put things where we are used to seeing them. But who said that window controls need to be on the right side of a window? And who said that all apps need to look like the ones we use every day? Don’t get me wrong. Those operating systems work great. But they already exist. So why not try something new? Neverland has a lot of hidden features (aka Easter eggs) and was built to have everything you need. Sometimes you don’t need a lot of apps. Just a music app to keep your focus up, a timer to motivate you, and something to write in. Of course, my OS can do way more than that. But when you are honest with yourself: you don’t really need much more than that. But who said that just because we don’t need that much, we have to work with ugly minimalistic stuff? Exactly. No one! So I gave my best to make it look cute. I hope you like it. And if you don’t, let me know! I often struggled with JS because I basically started from 0 knowledge. The Music app was especially difficult because it is so unique (yk so finding help online was impossible). I deleted stuff, made mistakes, broke things, and redid the graphics many times. There are way more hours in this project than you can see ( because I builded this thing on my old laptop in my holidays and that laptop breaks down everytime you use lapse). I took this project everywhere and spent almost every bit of free time I had on it.I worked on Neverland for 42 days. During that time I made over 500 deployments on GitHub, over 600 commits on GitHub, uploaded things millions of times because of GitHub issues, and wrote around 3,500 lines of code. I also tried my best to be transparent about the whole process. I wrote a Devlog about roughly every 2 hours. All instructions are in the OS or in the README. I gave my best with everything: the code, the graphics, the storytelling , the Easter eggs, and all the little details. I hope you like Neverland OS and have fun trying everything out. Sorry for my grammar or language mistakes. English isn’t my first language.", "repo": "https://github.com/253-Mathilde/My-first-OS", "demo": "https://253-mathilde.github.io/My-first-OS/"}, {"ship_num": 2, "ts": "2026-07-15T14:49:28Z", "hours": 19.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a Peter Pan and Tinkerbell-themed OS. At the beginning, the JavaScript was really hard because I had only worked with blocks of code, not actual code (maybe you know code.org — that’s what I mean). The graphics took me quite some time, as did all the brainstorming and planning, because I did my best to create a good structure. I explained the whole idea and the thought behind the theme in my README. On my site, you have two draggable windows (the Welcome window and the Journal app window), and you can write stuff in your little journals and create islands. (I also explained that in my README, but if you don’t want to read it: an island is a note, and I called it that because of the site’s theme.) My site also has a little slideshow in the Journal app that explains how to use everything. My Stardance profile is linked too, so you can check out my other project. The site also includes a timer at the top. I hope you like it, and I’m already collecting ideas for Mission Two. This text was corrected with AI.", "repo": "https://github.com/253-Mathilde/My-first-OS", "demo": "https://253-mathilde.github.io/My-first-OS/"}]...
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[{"post_id": 48968, "ts": "202 [{"post_id": 48968, "ts": "2026-08-17T15:31:53Z", "hours": 0.9764, "text": "Okay so I think I ship now ,just made some small changes (so my code is better to understand by others) and somehow they turned out to be an hour so yeah time to ship.Thanks for all your support and figers crossed that the first ship works!"}, {"post_id": 48896, "ts": "2026-08-17T13:41:36Z", "hours": 3.7464, "text": "Last Devlog (hopefully). Okay so before you judge me because I promised that I would ship yesterday: This README is massive and I gave my best to make it short but still well explained and yeah this was just so much work.Hope you like it. The TV should also work now.Finally, so maybe try it! https://253-mathilde.github.io/My-first-OS/ . I think that I’ll ship today. I really hope that everything works so pleaseeeeee I need some feedback. This project is just crazy and so many already like it.Can’t wait to see what you say to my next projetc idea. Thanks for your support and can’t wait to hear all the feedback. SO many hours of work.Hope they pay of.Thanks for reading <3."}, {"post_id": 47635, "ts": "2026-08-15T17:38:45Z", "hours": 3.1572, "text": "Okay so I never want to see a link in a HTML project again for at least the next 2 weeks because I now added the image sources to the manual, and that was just some crazy work. I myself always keep every source throughout the whole project but that meant that I had 15 pages full of links and I only needed the ones for the images And some were even unnecessary because those images were deleted from the site through the whole project. I know this site is probably the ugliest one in this whole project but also one of the most important ones. I also worked on the grammar. There might be some little mistakes but I wrote it. English is not my mother tongue, and I typed far more than just a prompt into an AI. I also checked the mistake with the YT video but couldn’t find one. It would really help if others also checked if the vd in the TV does not work. Tomorrow is README day. We are really there. I still can’t believe it. And someone wrote me on slack that you can review your own project with any AI, and the AI really liked mine so fingers crossed that the first ship will get approved And my work paid off. Thanks for all your support, and I would really appreciate your help with the TV app. Thanks for reading <3 Here is the link: https://253-mathilde.github.io/My-first-OS/"}, {"post_id": 47128, "ts": "2026-08-14T19:52:28Z", "hours": 1.8492, "text": "Check it out https://253-mathilde.github.io/My-first-OS/ Okay so today I added the last song to the music app.I also changed the font in the welcome window and wrote more text/changed some stuff. I also added better img to the galerie so now everything looks clean and everything is so close to being finished. I know I say that every day but you get a different point of view when you have over a month of work in your head VS just 3 or 4 more days. I am soooo happy with the font in the welcome window because the other one was more tech and this is more fairy-like. If you have a different opinion or absolutly hate it : say something! As you can see in the last DEVLOG I changed a lot based on feedback so yeah. I also changed the songs that are mine (not the ones from my base code) to github so now the img may load a little bit slow, but the sound should work great.I also made all the img links in the galerie app to github links( I downloaded everything from catbox and uploaded it to github and then change dthe file name and then re-run every job). I love how the music app turned out and looks when other windows are opened. Hope you like it tomorrow is going to be grammar and manual day because these things are just as importent as the coding.And when I work in my schedule, the day after that is README day and correcting graphic days.That would mean we ship in 2 days. I’ll give my best to find enough time for that.Thanks for reading <3"}, {"post_id": 46417, "ts": "2026-08-13T16:40:50Z", "hours": 2.2708, "text": "Concept Devlog Okay so I know it looks like I haven’t worked on this project for the last two days but Actually, I have worked non-stop for the last two days. I got some feedback for my site, and I am still open for some feedback. I really struggled with GitHub and ended up renaming every file in my project, and yes, I needed to do that individually and wait every time for about 10 minutes. Now more and more images are getting changed from Catbox to GitHub because someone said that I should reduce the loading time. I myself don’t like using GitHub for images and stuff because it is sooo much work with the folders and stuff, but you wanted it so, so I changed it. I also changed the manual because I also got some feedback for that. I also will upload the Pixabay songs to GitHub but not the ones from the tutorial I used because I don’t know where this music is from… That should reduce the loading time from the music app. I also found a lot of details that are not perfect so I also will change these but these are mostly little things in the user interface. I really gave my best the last days even though I can’t use Lapse for time tracking because it does not work with my laptop. Oh, and I almost forgot: the OS is made for smaller screens with a browser window width from 1400 px (I don’t mean the width of your screen), so I would Be really happy to know how bad it looks on other screens. I am really sorry for that but can’t change that because my CSS is 1600 lines of code and I often used position: absolute;. I am a beginner and will work with the percentage the next time! I promise. Thanks for reading and your patience with me. Check out the site at the moment, but please respect that the manual is not quite finished and the text can look a little bit misplaced sometimes. https://253-mathilde.github.io/My-first-OS/ Thanks for reading <3"}, {"post_id": 44832, "ts": "2026-08-10T21:08:40Z", "hours": 1.5083, "text": "That is just the first page.I’m waiting for two hours.I can’t even cancel them.Why always meeeeeee.I just made a folder to make it organized localy and when I uploaded it from the app ( yk the push and pull ) this happend.Yeah that takes sooooo long and btw I added more songs and made some things a little bit cleaner.As you may can see I can’t show you anything right now.Thanks’s for reading <3"}, {"post_id": 44075, "ts": "2026-08-09T16:26:52Z", "hours": 2.9811, "text": "Ahhh, I’m freaking out. The music app is finished!! Finally. It took me so long. Yes, I still need to add more songs (we only have the 3 from the base I used), but the whole layout is finished. Everything that comes now is only details and grammar and such stuff, but that was actually the last line of code for this project (yk, I now only need to repeat or fix things, not write something from scratch). In the app we have a slideshow at the beginning, a moving CD (spins), a menu that comes up front if your mouse touches it, a back button for the previous song, a next button for the next song, and a play and pause button that changes (yk, if the music plays it is ‘stop’ and if not it is ‘play’), changing song names and, of course, changing artists names. That app was the most challenging of all. Hope you like the design and everything! It would really help if you tried the site https://253-mathilde.github.io/My-first-OS/ and looked if everything works, but please respect that I am working on the grammar. Now we are finally getting to the last part!!! Thanks for reading <3."}, {"post_id": 43826, "ts": "2026-08-09T08:08:51Z", "hours": 1.7783, "text": "I think the manual is now finished. I know the CD site is not finished, but neither is the app. When I am finished with that, I’ll update the manual. I also added that star effect that shows when you click on the star thing on the last page. I also made some Easter eggs, like hidden sounds (for example, the first audio that was taken on Mars plays if you click on the green heart in the map window, which is also hidden), and I made the tab name of the OS a little game (I don’t know how to call it; it basically just moves and looks pretty). Hope you like the app; I’m always happy to hear some feedback, and now I finally start working on the music app. Thanks for reading <3."}, {"post_id": 42751, "ts": "2026-08-07T17:00:35Z", "hours": 4.0733, "text": "Okay, I worked on the manual app more, and you now can slowly see where we are going. That took me super long because I also did all the graphics and the effect where the image turns and gets bigger the second your cursor touches the image. Hope you like the graphics and the little tinkerbell on the cover. I know it is not perfect because the book is already open when you open the app, but I think it looks okay, and I can’t change it because of the symbols (they would look pretty bad on the next pages then). I also need to change the back site, text and next buttons. Btw, I now have over 300 commits on GitHub and 69 hours on Hackatime, and the project has been active for 32 days (started on 7/7/26). Literally, over a month and one devlog got over 2000 views 🥹. Thanks for reading and always helping me out <3"}, {"post_id": 42274, "ts": "2026-08-06T22:06:50Z", "hours": 1.2061, "text": "Okay, so GitHub is still broken, so text will have to do it. I added the Wikipedia and manual apps. And I also wrote the whole manual. That was quite some work, and I also fixed parts of the JS that were not really stable. I am so happy that it works now because I almost deleted everything today. In the end the problem, why everything did not work, was a missing close div thing. I spent the whole afternoon till now searching for that. It is midnight. I started in the afternoon. I feel really dead right now. Tomorrow I really need to do the music app. Thanks for reading <3"}, {"post_id": 41927, "ts": "2026-08-06T13:30:02Z", "hours": 2.9661, "text": "Okay, so like, I started on an app, and I can’t try it at the moment because GitHub is testing my patience, but yeah, the app is the manual app, and it looks like a book, and you can actually flip pages. It is just annoying that I can’t work correctly because of GitHub, but I don’t have another chance; I just need to try again and again and again: And because I do not know if my code even works, I can’t even continue with another app like the music app. Thanks for reading <3"}, {"post_id": 41535, "ts": "2026-08-05T20:07:14Z", "hours": 3.6178, "text": "Here we finally are: It works. With sound. And autoplay. And the alert. And I am soooooo happy. It took me the whole day, and I needed to do stuff that I had never even heard of, but thanks to the internet and my ability to read, I finally got it. So you can understand that better: I started at 8 am in the morning and finished at 4 pm in the afternoon. As you may understand, my patience for the music app was not enough, so I built 2 new apps instead. That sounds a little bit crazy, but because these are based on a webpage, it only took about 3 hours each. I still added a little window that explains everything, and I hope you like the result. I got so much kind feedback for the pre-loader and in general; I am getting so many nice comments. Thank you for that, and I hope you like the result and see where we are going! Thanks for reading. <3 The vd is pretty bad because I had to compromise it, so maybe check it out in real life or wait for a DEVLOG with a better VD."}, {"post_id": 40956, "ts": "2026-08-04T20:19:33Z", "hours": 1.0911, "text": "I worked on the preloader for the last 7 hours, but because of the browser update in 2025, an alert does not count for autoplay with the audio, and I still need a solution for that. Here is the MP4 of the preloader with the audio. I hope I will get that with the audio tomorrow. At least the video is working with the alert. Hope you like the graphics (they took soooo long, and yes, everything is self-made, so no Google copy and paste). Thanks for reading <3"}, {"post_id": 40737, "ts": "2026-08-04T13:45:55Z", "hours": 1.7208, "text": "I NEED YOUR HELP!!!! Okay so I started working on the menu. It works already but needs some better styling. So you can see the vision: The red circles are going to be little CDs like the one already existing. But I need your help because I do not know how to make the control buttons (the styling), so here are like 3 versions of it. Hope you can see the vision and may help me choose (and of course the buttons will be buttons, not words, but yk it is just so you can see what my vision is). Thanks for reading <3"}, {"post_id": 40328, "ts": "2026-08-03T19:25:43Z", "hours": 2.0278, "text": "Okay so here is what we have now: I added the final things for the apps, and I also changed the layout so that the backgrounds only repeat horizontally and not vertically. I also worked on the screens for the app and, of course, on the music app. I need to pull myself together so I do not start with any other app before I finish the music app. I also worked on the graphics as always, and we now finally have better vd, and everything is just better. Yayyyy.Thanks for reading <3"}, {"post_id": 39650, "ts": "2026-08-02T19:31:46Z", "hours": 0.7467, "text": "#Concept Devlog ( infos about the planning and the vision I will mark them now so you can choose yourself if your interests are only in the progress or also in everything behind the finished page )Okay so today was a planning day. Again.But you need to trust me because if you don’t have a plan than you won’t have a good project because I have multiple apps and I want everyone to be perfect. So over the time more and more little mistakes or things that just feel false appear.And I mean I already used so much effort so why should I throw that away and make it unperfect? A lot of new problems also appeared because I now saw the site on a bigger screen (yk laptop VS PC) and it just looked terrible! And the music app is not finished and because that DEVLOG is already really long: there will be 3 more apps.Yayyy.They won’t be too complicated because they will base on already existing sites so it should be done in about 10 hours but before that everything needs to be done and as you can see that is a long list and every task will take about an hour at least.We have round about 28 tasks btw.It will be a long journey and I think that we are not even close to half of that so if you really read all of that: A really big thank you because you have true interests! Thanks for reading<3"}, {"post_id": 38844, "ts": "2026-08-01T12:26:28Z", "hours": 1.2656, "text": "Okay so we now have a working thing ( the play and stop button needs some work because right now it only works if you do not use the back and forward buttons) and as you can see I changed the graphics and what you cannot see is that it rotates like a real CD! I started planning the menu cause it will have the shape of a half circle so I do not have quite an idea how I will do that but we will see.Thanks for reading and right now I only have the example music from the code I used so if you have music wishes:leave a comment.Thanks for reading <3"}, {"post_id": 38250, "ts": "2026-07-31T15:32:45Z", "hours": 1.2331, "text": "#concept Devlog AND SR FOR LIKE THE LOOKS AND THE GRAMMAR OKAY WE HAVE 37 DEGREES AND THIS IS JUST A VISION IT IS NOT SUPPOSED TO LOOK PERFECT!! Okay so I now started working on the music app and yeah it looks sooo funny right now(yk to see the switch from all the clean and perfect things to THAT)but I mean everything works for now so we just need the styling and the menu.That is such an easy thing to say because actually:The graphics take me sooo long.There are about 20 hours that you do not see and thanks to the universe catbox is not working right now and that means I have to use postimages and it works but like the pictures load sooo long.Hope it works soon and if you have like song wishes for the app:leave a comment!Thanks for reading and here is my vision:"}, {"post_id": 38102, "ts": "2026-07-31T09:57:54Z", "hours": 1.4106, "text": "Okay so the game is kinda finished! I now have a game over screen and a finished screen and a like maual or pre-loader.Everything is explained and I myself think that it is like the right level of easy but still a little bit tricky.You would help me a lot with trying it out and giving me a short feedback. ( https://253-mathilde.github.io/My-first-OS/ )Thanks for reading and here are the picture of the game app:"}, {"post_id": 37862, "ts": "2026-07-30T20:44:36Z", "hours": 0.4675, "text": "I added something like a pre-loader-thing that shows the info for the game everytime you open the game window for 30 sec.I now that it is kinda annoying that I only log such short times but I just squeze in every tiny bit of time I have and the graphics also take pretty long.Thanks for reading <3"}, {"post_id": 37765, "ts": "2026-07-30T17:59:45Z", "hours": 0.8992, "text": "So I did some JS and spent way too much time on the graphics.It now shows a message and hides everything when you reach a score from 100.I still need to do something for the like game over part.Hope you like the design because that will stay the same I think.Thanks for reading <3"}, {"post_id": 37038, "ts": "2026-07-29T14:41:02Z", "hours": 1.1483, "text": "Okay so I started doing some CSS and made some graphics.Right now the background is too full (yk the focus point from the game should not be the background) but like the keyframes work and I added that frame.I will chnage the elements from the game but I will not change like the frame because I think that the frame looks pretty cool.We still need to do the JS and to change some stuff but I think that I will get that done in about 6-8 hours.Unfortunatly I do not have 6-8 hours the next days.I will give my best to squeze in some time but yeah: Sr for the bad vd but like I do not even use that other tracking tool because my laptop is just soooo slow with it and like recording and all the animations and windows that are open-it almost collapsed so srrrr Thanks for reading and if you have styling ideas for the game:leave a comment or write me on Slack <3"}, {"post_id": 36942, "ts": "2026-07-29T10:55:56Z", "hours": 1.1881, "text": "Okay so here we are: We have a WORKING mini game that looks like trash! And I am sooo happy.As you can see there is an object that you can control with the arrow up key (hope that is the right english word for that).And we also have like blocks that are generated and have a random height.Yayyy.So we only need to do the styling and add some JS that ends the game when you have a score from xxx (I already have a score in my JS so that should not be so complicated).I am so happy right now and I think it was the right decision to start over.Thanks for reading and sr for all these bad vd’s,they will get better soon.<3"}, {"post_id": 35909, "ts": "2026-07-27T17:23:26Z", "hours": 0.3122, "text": "Okay so I hope that I do not dissapoint s.o now.I deleted the whole thing that I had so basically a whole day of work because there is always way more time behind everything that you think.I did that because I could not find the mistake and I did not really get the code.I never really did JS before this project and I am learning JS while doing this project.And I mean really learning because I kinda eat the whole W3 school site but yeah.I want to give my best in this project and if I cannot find the mistake in my own coding:I would need AI.And do not get me wrong but help from AI okayyyy but a whole app made with AI.No.No.And no.That is MY opinion so yeah if you do not think so or use AI a lot then do so (it is okay but not for me).I give my best to be transparent and always say when I used AI.The plan is now to build like a flappy bird game but without the top part and to make it look cool.I hope you can understand me and stay with me on this project because we are now getting to the hardest part.This will take some time but I will not quit.Thank you for reading(I do not think that s.o will read all of this but yeah)."}, {"post_id": 35832, "ts": "2026-07-27T14:55:32Z", "hours": 2.8108, "text": "Okay so I just started with the game.Actually just started is a huge lie because I am struggeling since 10:00 and we now have 17:00.I used a tutorial and tried to just start basic with making a little jumping game but the objects …They do not exist because the whole generating thing does not work .I first need to get everything working before upgrading the graphics and stuff.I really would like some help! CSS: #background { position: absolute; background-image: url('https://files.catbox.moe/xqsbzm.png'); height: 200px; width: 100%; animation: slideright 600s infinite linear; bottom: 0;}.wendy { background-image: url('https://files.catbox.moe/u52u37.png'); height: 60px; width: 60px; position: absolute; bottom: 0;}.obstacle { background-image: url('https://files.catbox.moe/n5f03w.png'); width: 60px; height: 60px; position: absolute; bottom: 0;}@keyframes slideright { from { background-position: 0 0; } to { background-position: -10000px 0; }} HTML: <div id=\"gameWindow\"> <div class=\"base5\"> <div class=\"symbolegame\"> <p id=\"galerieWindowheader\"> <img src=\"https://i.imgur.com/Y4OL1On.gif\"></p> <p style=\"cursor: pointer\" id=\"gameclose\"><img src=\"https://i.imgur.com/q5TmYNg.gif\"></p> <p style=\"cursor: pointer\" id=\"gameopen\"><img src=\"https://i.imgur.com/3nBda2J.gif\"></p> </div> <div id=\"background\"> <h6 id=\"alert\"></h6> <div class=\"wendy\"></div> <div class=\"grid\"></div> </div> </div> </div> </div> JS: document.addEventListener('DOMContentLoaded', () => { const wendy = document.querySelector('.wendy') const grid = document.querySelector('.grid') const alert = document.getElementById('alert') let gravity = 0.9 let isJumping = false let isGameOver = false function control(e) { if (e.code === \"Space\") { if (!isJumping) { jump() } } } document.addEventListener('keydown', control) let position = 0 function jump() { isJumping = true let count = 0 let timerId = setInterval(function () { //move down if (count === 15) { clearInterval(timerId) let downTimerId = setInterval(function () { if (count === 0) { clearInterval(downTimerId) isJumping = false } position -= 5 count-- position = position * gravity wendy.style.bottom = position + 'px' }, 20) } //move up position += 20 count++ position = position * gravity wendy.style.bottom = position + 'px' }, 20) } function generateObstacles() { if (!isGameOver) { let randomTime = Math.random() * 4000 let obstaclePosition = 1000 const obstacle = document.createElement('div') obstacle.classList.add('obstacle') grid.appendChild(obstacle) obstacle.style.left = obstaclePosition + 'px' let timerId = setInterval(function () { if (obstaclePosition > 0 && obstaclePosition < 60 && position < 60) { clearInterval(timerId) alert.innerHTML = 'Game Over' isGameOver = true //remove all children while (grid.firstChild) { grid.removeChild(grid.lastChild) } } obstaclePosition -= 10 obstacle.style.left = obstaclePosition + 'px' }, 20) setTimeout(generateObstacles, randomTime) } } generateObstacles()}) Thanks for reading<3"}, {"post_id": 35185, "ts": "2026-07-26T13:27:10Z", "hours": 1.725, "text": "So here is the camera app! As you may can see there are two little buttons that look like real camera buttons. I added little arrows but I think they still look real.Right now we have like 22 photos on our digi cam.And well if you scroll through these screens you may see the TV app because I also finished that.I think it also looks pretty cool ,tell me what you think about it in the comments!! It only has one vd right now(yk matching to the theme if you are interested check out the real site).I may add more in the future but not until this project is finished.So these 2 apps are now ready and the next thing on my list is the music app.Happy to hear or see some feedback (If you all really hate it I am going to change it tho but I really gave my best).Thanks for reading <3 🔗 253-mathilde.github.io/My-first-OS/"}, {"post_id": 34192, "ts": "2026-07-24T18:28:48Z", "hours": 1.5156, "text": "#concept Devlog All I can say:The galerie app is finished ! You can check it out or wait until I post a DEVLOG which shows more details.It was squite some work and now it is time for the next point on my todo-list:the TV.I am so happy and grateful for all these people watching my DEVLOGS and for all these kind souls who are staying with this project since minute one.Thank you you all and I really hope you like it!!Thanks for reading <3"}, {"post_id": 33433, "ts": "2026-07-23T11:36:14Z", "hours": 0.8769, "text": "So I added the base for the galerie.I just need to add a slideshow thing which is going to be a little hard because I already have 2 and I need to add the 2 buttons to switch between the images.I am giving my best to squeze in coding time but the graphics themselves take a lot of time.Thanks for reading!!!"}, {"post_id": 33405, "ts": "2026-07-23T10:08:02Z", "hours": 0.9244, "text": "So I pulled myself together and changed the welcome window.I will work on the camera app now but what do we think about the desing from the welcome window ? Should I leave it as it is or should I change it ? Yk it is the first impression you get when you go on my site.Thanks for reading and your interests in this project."}, {"post_id": 32570, "ts": "2026-07-21T20:40:51Z", "hours": 1.7686, "text": "So I changed the welcome window.It is not perfect and not finished do not worry but it is enough for the moment.It was quite hard-yk with the grid and everything because I had never done that.I need a little break from the grid thing so that goes on the list for the things to do in the end.Hope you like the styling idea.Thanks for reading!!!"}, {"post_id": 32381, "ts": "2026-07-21T14:58:33Z", "hours": 1.4383, "text": "Well, that looks like an OS! I got the little weather application for the top. Yayyyy. And I also added the icons for the apps and also connected them to their own windows, so now only the app content is missing. I am so happy right now that everything works! The complicated part is not even close (yk the game and the music app), but I am going to change the design from the welcome window (check the drawing for the vision). The apps are in a div container where you can scroll, and I really hope you like it! Maybe check it out in real life when you are interested. Thanks for reading!!!"}, {"post_id": 32272, "ts": "2026-07-21T10:39:47Z", "hours": 1.2842, "text": "So I added the little star map thing (same here,if you do not know what I mean or what the plan for this project are : check the DEVLOG with the drawing) and fixed some little mistakes.I think I am going to start working on the hardest part in the info-top-bar-thing :The little weather widget.The problem is that it is supposed to get you location and to show the weather in the right number thing ( yk F and C ).Let’s see how long this will take! Wish me luck and thanks for reading this DEVLOG!!! Sr again for the vd my situation has not changed :( and I also showed all the other features in this vd"}, {"post_id": 31781, "ts": "2026-07-20T13:27:42Z", "hours": 2.3606, "text": "I added a little timer. It’s a simple one — it only counts minutes, not seconds or hours — but it’s enough if you want to have a short learning session or keep track of a small task. It’s not an app; I wanted to keep it simple. I also added the divs for the other tools in the top bar, and I included a small GIF for the map feature (check my DEVLOG with the brainstorming if you don’t know what I mean). Maybe I’ll start building that today, maybe not. Thanks for reading this DEVLOG ❤❤"}, {"post_id": 31297, "ts": "2026-07-19T16:17:14Z", "hours": 1.5781, "text": "So I started working on the top bar.It now has quotes that change every 10 sec and that move so the text is animated.My plan is it to finish the top bar and all these details and then start working on the apps.I am pretty sure I will change the graphics when I am done with the app but that is really easy to do and I first need the code for these elements."}, {"post_id": 31164, "ts": "2026-07-19T10:35:50Z", "hours": 1.0581, "text": "So I added a Pre-Loader.I know right now it does not match the vibe from the site but I am going to change that at the end.Changing it is pretty easy ,making it was a little bit harder.I am going to work on the music app today but right now I need a little break.When you have ideas how I should style the Pre-Loader: Leave a comment!! Thanks for reading <3"}, {"post_id": 30673, "ts": "2026-07-18T13:24:10Z", "hours": 2.0797, "text": "So I started changing the window for the music app and I also started making all the graphics.That took about 6 hours so these 2 hours of code time are such a tiny bit of my actual work.Hope you like the style and see the vision for the app. Sr for the bad vd my Internet is still veeeeeery slow and it is just sucks :)"}, {"post_id": 30353, "ts": "2026-07-17T20:38:07Z", "hours": 1.4083, "text": "#concept Devlog So as promised here is the brainstorming for the whole site. I also have the brainstorming for the apps but you need a little bit of patience because I am only going to share these when making the actual app.I also started on the music app and it looks really cool.Everything is coming together slowly and even when I am not even at half of the time I am going to spend I am soo happy.Hope you like the brainstorming-and yesss it is BRAINSTORMING you guys so please it is not supposed to look like the Mona Lisa.Thanks for reading all of this !!!"}, {"post_id": 30175, "ts": "2026-07-17T15:19:52Z", "hours": 2.0125, "text": "So I now improved the search bar and the dragging thing because now you cannot drag a window into the top bar. I also changed the icons and added a new app with a matching app window.The window is a mix from the Journal app and the welcome window but I am going to change that soon.I also changed the color of the clock and added a background to the apps.I finally made my CSS a own file so now the HTML is a little bit shorter and more organized.I am going to work on the window from the CD’s app later today and I am also going to share my brainstorming for the site.Thanks for reading!!!"}, {"post_id": 30067, "ts": "2026-07-17T10:59:39Z", "hours": 1.5111, "text": "So I now changed the CSS for the icons and started adding a search bar connected to ecosia. Ecosia is like google but it plants trees every time you use it.Because I do not know if I can change the index also in my GITHUB (yk I am still waiting for the mission thing) you can only see the changes on a screen. It works right now but I still need some changes to make it look better.I made the whole brainstorming for the site yesterday so I think I am going to share that today too.Thanks for reading this DEVLOG."}, {"post_id": 29710, "ts": "2026-07-16T20:00:25Z", "hours": 0.2914, "text": "Hey so I do not know if it only works on my laptop but you should be able to drag the window when you click and hold the yellow heart.Could someone please try it???"}, {"post_id": 28895, "ts": "2026-07-15T14:25:36Z", "hours": 2.6283, "text": "#concept devlog Hey. So I just finished my README and my site. The time you see here only reflects the hours I spent coding. The README took way longer than the code, but to me, the README is just as important as the code itself. I’m going to ship everything in the next few minutes. Hope you like my work! If you want to know how I did everything, check out my README — it’ll make all the effort worth it. Thanks for reading this DEVLOG, and keep in mind: this is just Mission One. This project will get better and bigger in Mission Two. If you want to know my plans or first ideas for Mission Two, read my README. This DEVLOG was corrected and improved with AI"}, {"post_id": 28322, "ts": "2026-07-14T14:34:58Z", "hours": 3.2475, "text": "Hey, so I now upgraded graphics and stuff from the Journal app. I still need to change some details like the heading of a note you wrote (currently it is blue and really tech-like) or the text in the starting window. I also changed the font from the app name under the app icon. I also upgraded my JS, so now you can write a note and refresh the site, and it will still be there. You can also edit or delete that existing note with only one click. When you refresh the page and there is already a note, you will not see the introduction to the app again. I am going to do the graphics for the README now (the graphics for the Journal app were about 3-4 hours, so I really locked in today), and I will also add some more links to it. I am also going to try to change some details today. But the final steps and the final written README are coming tomorrow. So if everything works: Tomorrow is shipping day!!! Thanks for reading all of that and having interests in my OS. And again: Really sorry for the bad video…"}, {"post_id": 27740, "ts": "2026-07-13T15:49:59Z", "hours": 4.4794, "text": "So today I could finally finish my journal app (in the tutorial it is a notes app). Unfortunately, I did not understand the tutorial so well with the app, so I decided to find a tutorial myself and use that. It took me longer than expected, but here I am now. I already started working on the graphics (Yesss, they are all made by ME). That took me about 3 hours. These hours unfortunately do not count, but I want to give my best and really make that project cute.The plot twist is that the apps do not look like the apps that everybody knows. They are supposed to look like the real thing, and I want to combine that with the whole Peter Pan/Tinkerbell theme. So yeah, I am going to do the README now, and tomorrow I am going to read the last guide even. I do not know if I am going to use that guide or what even is in that guide. I am also going to change the graphics in the notes app. I really hope that that journal app of mine has the same functions as the app from the guide and that it is okay that I did my own one. Does somebody know that?? Thanks for reading this entire thing. Sorry for the start and the quality of the video.My Internet Connection is at the moment really bad"}, {"post_id": 27251, "ts": "2026-07-12T17:16:06Z", "hours": 0.3075, "text": "Thanks to the help from @nokira , it now finally works. Unfortunately, I cannot code any further today, but we are hopefully going to finish the app tomorrow."}, {"post_id": 27108, "ts": "2026-07-12T11:33:27Z", "hours": 1.4481, "text": "So, here is finally a DEVLOG that logs over an hour of work. I did my best today, but unfortunately I’m typing only with my left hand as a right‑handed person because of a small accident. Yaayyyy (the universe is really not on my side).I can now finally drag the two windows separately (that didn’t work yesterday), and I can close them. I’m not sure if it’s supposed to do nothing when I click the “Open” button.For better understanding: Yellow is for dragging, red for closing, and green for opening.I think I have another bug, because when I click on the app icon, nothing happens. If you have any idea what might be wrong, please help me in the comments or on Slack.I also wanted to work on the README today, but I’m not sure how long I can keep typing with my left hand. We’ll see. I’m trying my best here — thanks for reading all of this."}, {"post_id": 26780, "ts": "2026-07-11T19:33:38Z", "hours": 1.1739, "text": "So, I added the three little symbols at the top, and I started working on my app. Right now it looks the same as the welcome screen, but I’m going to change that tomorrow.My plan for tomorrow is to finish my first app and maybe even start working on the final README (you know — the banner and everything)."}, {"post_id": 26478, "ts": "2026-07-11T09:19:42Z", "hours": 0.6758, "text": "So, I did the JS and the HTML for the close and open feature. I also changed the graphic of the handle. I’m really sorry that I only log such short sessions, but I currently don’t have much time for coding and can only squeeze in short amounts of time."}, {"post_id": 25937, "ts": "2026-07-10T13:14:16Z", "hours": 0.5867, "text": "Guys, I finally got it! A big thank you to @nokira . I needed a bit more time to fix everything, but yeah — there were some more mistakes that I finally started to correct. I still need to fix a few things, like the graphics and the z-index, but I’m sooo happy that it finally works!!!!"}, {"post_id": 25259, "ts": "2026-07-09T12:40:32Z", "hours": 0.6822, "text": "So I started the third tutorial.I am at the part where you should be able to drag your window.The code is from the tutorial ,so it should work but I think that I have done something wrong because as you can see nothing happens.I am on the go right now and maybe I can squeze some time for programming in later.I have my code updated in my github thing ( it is linked in the project I think) .Could someone help me please.I am really new with JS and I do not have enough time right now to start from the starting point.Because I am in a rush I do not have time to correct this text .I am really sorry for my grammar and all this stuff."}, {"post_id": 24804, "ts": "2026-07-08T16:38:54Z", "hours": 0.2833, "text": "Okay, so I just coded a bit more and made a temporary README. I’m going to create a new picture for my project and improve my profile a little, but that’s it for today.✨ BYE ✨"}, {"post_id": 24789, "ts": "2026-07-08T16:13:44Z", "hours": 1.1456, "text": "So, what have I changed? First, I changed the heading because the “S” looked like an “f,” which would completely change the purpose of the website — I just noticed that, hahaha! Imagine if I had shipped it like that in the final version. Anyway, I also added that cute cursor (it’s a tiny Tinkerbell). I loved this idea the most because it lets me make my website both modern and whimsical.If you don’t know who Tinkerbell is: she’s a cartoon character from a kids’ series who lives with other fairies and struggles to find her powers. I thought it would be fun to combine her with Peter Pan — also a children’s story about a dream world where Peter Pan secretly visits kids at night and they all fly through the sky to a magical place . I didn’t watch the Peter Pan series as a child, but I read the books, so I chose Tinkerbell because I could picture her better in my head. Maybe we just pretend they got married.Why am I talking so much about these characters? Because my whole OS is meant to match that vibe — so you can understand why there’s a random fairy on a modern site. I’ll make it easier to get what this OS is about as I go further with the project (you know, adding features like a calculator, etc.).I also added my favorite feature again: a new highlight color! That ugly blue is finally gone from this beautiful site. I linked my profile at the top too, so you can click on my name now. I mean, if you’re going to include info on a site, you might as well do it right and add a bit more about yourself than just your name.So yeah, that’s my desktop for now. I’m going to work on the README today too. I wanted to get further today, but I think it’s okay — you know how much time I spent on this.Thank you for reading all of that and for your interest in my project!"}, {"post_id": 24685, "ts": "2026-07-08T13:10:59Z", "hours": 1.6353, "text": "Hi! So I already had the code in my last update here, but I finally changed the graphics and the design. I’m not finished with the desktop yet (don’t worry, I know how it looks!), but I just wanted to give you a quick update."}, {"post_id": 24622, "ts": "2026-07-08T10:33:51Z", "hours": 0.4072, "text": "Okay, soo. I just read the second tutorial and literally made it the same as in the tutorial. I knew I wasn’t supposed to do that. Yes, I’m changing it in a second. I’m just brainstorming a bit and sorting out my ideas for the design because my last project had that Y2K vibe (iykyk), but now I want something cleaner — not like those old, ugly operating systems back in the day. Still, it should keep some of those nostalgic vibes, you know? I can’t really explain it better.So yeah, I think I’ll need about an hour or two — let’s see if the universe is on my side and I find the graphics I want quickly! And guys, I’m suffering — I miss my Windows 11 from home, but I think I just need a little more time to get used to Windows 10 on this laptop. I don’t really have a choice since it’s just me and my laptop for the next month.Also, I registered for this chat thing (I forgot the name) and got nothing. Like, how many chats exist on this planet? But I think I’ll get through it tonight. :)"}, {"post_id": 24293, "ts": "2026-07-07T19:22:28Z", "hours": 0.2756, "text": "Guys, this has been so hard. And I don’t mean the project — I mean the file. I know that no one is going to read this, but I want to share my struggle so that my hard work has a reason.I just finished my first project, which I did with the VS app. But now I needed to open a new project — after half an hour, I somehow managed it (still don’t know how). Could somebody explain that to me?Then the Hackatime tool stopped working, and Stardance couldn’t find my file. So I decided to switch to my laptop because I hadn’t installed the app there yet, and I already knew what to do from my first project. I needed everything on my laptop anyway because of the holidays, etc.My laptop only runs Windows 10, so everything took ten times longer. After that, I had to delete some apps because of storage issues. As you can see, it just kept getting more complicated.I finally did it — after six hours, without appreciation (you know, from Stardust…) and actually crying twice because I already had code, but it was gone.I don’t want to annoy you with my problems. That’s my site for now. Please don’t judge — I’m following the tutorial, and I’m going to add beauty to it at the end when the code is finished. I already have so many ideas.I’m giving my best and forcing myself to keep going. In my country, there’s a saying: „Wo ein Wille ist, ist auch ein Weg“, which basically means if you truly want something, there’s a way to get it.I’m so exhausted because I find all this installing, updating, and setup stuff just so boring.A devlog with my to-dos is coming tomorrow or on Friday because I’m getting my school report card tomorrow — wish me luck!And here’s a screenshot of my really ugly site at the moment. If you read this whole thing: thanks for listening to all my yapping .💗💗💗💗"}]...
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Title: Neverland OS by @253_Mathilde_IYKYK | Stard Title: Neverland OS by @253_Mathilde_IYKYK | Stardance
Devlogs:
Guys, this has been so hard. And I don’t mean the project — I mean the file. I know that no one is going to read this, but I want to share my struggle so that my hard work has a reason.I just finished my first project, which I did with the VS app. But now I needed to open a new project — after half an hour, I somehow managed it (still don’t know how). Could somebody explain that to me?Then the Hackatime tool stopped working, and Stardance couldn’t find my file. So I decided to switch to my laptop because I hadn’t installed the app there yet, and I already knew what to do from my first project. I needed everything on my laptop anyway because of the holidays, etc.My laptop only runs Windows 10, so everything took ten times longer. After that, I had to delete some apps because of storage issues. As you can see, it just kept getting more complicated.I finally did it — after six hours, without appreciation (you know, from Stardust…) and actually crying twice because I already had code, but it was gone.I don’t want to annoy you with my problems. That’s my site for now. Please don’t judge — I’m following the tutorial, and I’m going to add beauty to it at the end when the code is finished. I already have so many ideas.I’m giving my best and forcing myself to keep going. In my country, there’s a saying: „Wo ein Wille ist, ist auch ein Weg“, which basically means if you truly want something, there’s a way to get it.I’m so exhausted because I find all this installing, updating, and setup stuff just so boring.A devlog with my to-dos is coming tomorrow or on Friday because I’m getting my school report card tomorrow — wish me luck!And here’s a screenshot of my really ugly site at the moment. If you read this whole thing: thanks for listening to all my yapping .💗💗💗💗
Okay, soo. I just read the second tutorial and literally made it the same as in the tutorial. I knew I wasn’t supposed to do that. Yes, I’m changing it in a second. I’m just brainstorming a bit and sorting out my ideas for the design because my last project had that Y2K vibe (iykyk), but now I want something cleaner — not like those old, ugly operating systems back in the day. Still, it should keep some of those nostalgic vibes, you know? I can’t really explain it better.So yeah, I think I’ll need about an hour or two — let’s see if the universe is on my side and I find the graphics I want quickly! And guys, I’m suffering — I miss my Windows 11 from home, but I think I just need a little more time to get used to Windows 10 on this laptop. I don’t really have a choice since it’s just me and my laptop for the next month.Also, I registered for this chat thing (I forgot the name) and got nothing. Like, how many chats exist on this planet? But I think I’ll get through it tonight. :)
Hi! So I already had the code in my last update here, but I finally changed the graphics and the design. I’m not finished with the desktop yet (don’t worry, I know how it looks!), but I just wanted to give you a quick update.
So, what have I changed? First, I changed the heading because the “S” looked like an “f,” which would completely change the purpose of the website — I just noticed that, hahaha! Imagine if I had shipped it like that in the final version. Anyway, I also added that cute cursor (it’s a tiny Tinkerbell). I loved this idea the most because it lets me make my website both modern and whimsical.If you don’t know who Tinkerbell is: she’s a cartoon character from a kids’ series who lives with other fairies and struggles to find her powers. I thought it would be fun to combine her with Peter Pan — also a children’s story about a dream world where Peter Pan secretly visits kids at night and they all fly through the sky to a magical place . I didn’t watch the Peter Pan series as a child, but I read the books, so I chose Tinkerbell because I could picture her better in my head. Maybe we just pretend they got married.Why am I talking so much about these characters? Because my whole OS is meant to match that vibe — so you can understand why there’s a random fairy on a modern site. I’ll make it easier to get what this OS is about as I go further with the project (you know, adding features like a calculator, etc.).I also added my favorite feature again: a new highlight color! That ugly blue is finally gone from this beautiful site. I linked my profile at the top too, so you can click on my name now. I mean, if you’re going to include info on a site, you might as well do it right and add a bit more about yourself than just your name.So yeah, that’s my desktop for now. I’m going to work on the README today too. I wanted to get further today, but I think it’s okay — you know how much time I spent on this.Thank you for reading all of that and for your interest in my project!
Okay, so I just coded a bit more and made a temporary README. I’m going to create a new picture for my project and improve my profile a little, but that’s it for today.✨ BYE ✨
So I started the third tutorial.I am at the part where you should be able to drag your window.The code is from the tutorial ,so it should work but I think that I have done something wrong because as you can see nothing happens.I am on the go right now and maybe I can squeze some time for programming in later.I have my code updated in my github thing ( it is linked in the project I think) .Could someone help me please.I am really new with JS and I do not have enough time right now to start from the starting point.Because I am in a rush I do not have time to correct this text .I am really sorry for my grammar and all this stuff.
Guys, I finally got it! A big thank you to @nokira . I needed a bit more time to fix everything, but yeah — there were some more mistakes that I finally started to correct. I still need to fix a few things, like the graphics and the z-index, but I’m sooo happy that it finally works!!!!
So, I did the JS and the HTML for the close and open feature. I also changed the graphic of the handle. I’m really sorry that I only log such short sessions, but I currently don’t have much time for coding and can only squeeze in short amounts of time.
So, I added the three little symbols at the top, and I started working on my app. Right now it looks the same as the welcome screen, but I’m going to change that tomorrow.My plan for tomorrow is to finish my first app and maybe even start working on the final README (you know — the banner and everything).
So, here is finally a DEVLOG that logs over an hour of work. I did my best today, but unfortunately I’m typing only with my left hand as a right‑handed person because of a small accident. Yaayyyy (the universe is really not on my side).I can now finally drag the two windows separately (that didn’t work yesterday), and I can close them. I’m not sure if it’s supposed to do nothing when I click the “Open” button.For better understanding: Yellow is for dragging, red for closing, and green for opening.I think I have another bug, because when I click on the app icon, nothing happens. If you have any idea what might be wrong, please help me in the comments or on Slack.I also wanted to work on the README today, but I’m not sure how long I can keep typing with my left hand. We’ll see. I’m trying my best here — thanks for reading all of this.
Thanks to the help from @nokira , it now finally works. Unfortunately, I cannot code any further today, but we are hopefully going to finish the app tomorrow.
So today I could finally finish my journal app (in the tutorial it is a notes app). Unfortunately, I did not understand the tutorial so well with the app, so I decided to find a tutorial myself and use that. It took me longer than expected, but here I am now. I already started working on the graphics (Yesss, they are all made by ME). That took me about 3 hours. These hours unfortunately do not count, but I want to give my best and really make that project cute.The plot twist is that the apps do not look like the apps that everybody knows. They are supposed to look like the real thing, and I want to combine that with the whole Peter Pan/Tinkerbell theme. So yeah, I am going to do the README now, and tomorrow I am going to read the last guide even. I do not know if I am going to use that guide or what even is in that guide. I am also going to change the graphics in the notes app. I really hope that that journal app of mine has the same functions as the app from the guide and that it is okay that I did my own one. Does somebody know that?? Thanks for reading this entire thing. Sorry for the start and the quality of the video.My Internet Connection is at the moment really bad
Hey, so I now upgraded graphics and stuff from the Journal app. I still need to change some details like the heading of a note you wrote (currently it is blue and really tech-like) or the text in the starting window. I also changed the font from the app name under the app icon. I also upgraded my JS, so now you can write a note and refresh the site, and it will still be there. You can also edit or delete that existing note with only one click. When you refresh the page and there is already a note, you will not see the introduction to the app again. I am going to do the graphics for the README now (the graphics for the Journal app were about 3-4 hours, so I really locked in today), and I will also add some more links to it. I am also going to try to change some details today. But the final steps and the final written README are coming tomorrow. So if everything works: Tomorrow is shipping day!!! Thanks for reading all of that and having interests in my OS. And again: Really sorry for the bad video…
#concept devlog Hey. So I just finished my README and my site. The time you see here only reflects the hours I spent coding. The README took way longer than the code, but to me, the README is just as important as the code itself. I’m going to ship everything in the next few minutes. Hope you like my work! If you want to know how I did everything, check out my README — it’ll make all the effort worth it. Thanks for reading this DEVLOG, and keep in mind: this is just Mission One. This project will get better and bigger in Mission Two. If you want to know my plans or first ideas for Mission Two, read my README. This DEVLOG was corrected and improved with AI
Hey so I do not know if it only works on my laptop but you should be able to drag the window when you click and hold the yellow heart.Could someone please try it???
So I now changed the CSS for the icons and started adding a search bar connected to ecosia. Ecosia is like google but it plants trees every time you use it.Because I do not know if I can change the index also in my GITHUB (yk I am still waiting for the mission thing) you can only see the changes on a screen. It works right now but I still need some changes to make it look better.I made the whole brainstorming for the site yesterday so I think I am going to share that today too.Thanks for reading this DEVLOG.
So I now improved the search bar and the dragging thing because now you cannot drag a window into the top bar. I also changed the icons and added a new app with a matching app window.The window is a mix from the Journal app and the welcome window but I am going to change that soon.I also changed the color of the clock and added a background to the apps.I finally made my CSS a own file so now the HTML is a little bit shorter and more organized.I am going to work on the window from the CD’s app later today and I am also going to share my brainstorming for the site.Thanks for reading!!!
#concept Devlog So as promised here is the brainstorming for the whole site. I also have the brainstorming for the apps but you need a little bit of patience because I am only going to share these when making the actual app.I also started on the music app and it looks really cool.Everything is coming together slowly and even when I am not even at half of the time I am going to spend I am soo happy.Hope you like the brainstorming-and yesss it is BRAINSTORMING you guys so please it is not supposed to look like the Mona Lisa.Thanks for reading all of this !!!
So I started changing the window for the music app and I also started making all the graphics.That took about 6 hours so these 2 hours of code time are such a tiny bit of my actual work.Hope you like the style and see the vision for the app. Sr for the bad vd my Internet is still veeeeeery slow and it is just sucks :)
So I added a Pre-Loader.I know right now it does not match the vibe from the site but I am going to change that at the end.Changing it is pretty easy ,making it was a little bit harder.I am going to work on the music app today but right now I need a little break.When you have ideas how I should style the Pre-Loader: Leave a comment!! Thanks for reading <3
So I started working on the top bar.It now has quotes that change every 10 sec and that move so the text is animated.My plan is it to finish the top bar and all these details and then start working on the apps.I am pretty sure I will change the graphics when I am done with the app but that is really easy to do and I first need the code for these elements.
I added a little timer. It’s a simple one — it only counts minutes, not seconds or hours — but it’s enough if you want to have a short learning session or keep track of a small task. It’s not an app; I wanted to keep it simple. I also added the divs for the other tools in the top bar, and I included a small GIF for the map feature (check my DEVLOG with the brainstorming if you don’t know what I mean). Maybe I’ll start building that today, maybe not. Thanks for reading this DEVLOG ❤❤
So I added the little star map thing (same here,if you do not know what I mean or what the plan for this project are : check the DEVLOG with the drawing) and fixed some little mistakes.I think I am going to start working on the hardest part in the info-top-bar-thing :The little weather widget.The problem is that it is supposed to get you location and to show the weather in the right number thing ( yk F and C ).Let’s see how long this will take! Wish me luck and thanks for reading this DEVLOG!!! Sr again for the vd my situation has not changed :( and I also showed all the other features in this vd
Well, that looks like an OS! I got the little weather application for the top. Yayyyy. And I also added the icons for the apps and also connected them to their own windows, so now only the app content is missing. I am so happy right now that everything works! The complicated part is not even close (yk the game and the music app), but I am going to change the design from the welcome window (check the drawing for the vision). The apps are in a div container where you can scroll, and I really hope you like it! Maybe check it out in real life when you are interested. Thanks for reading!!!
So I changed the welcome window.It is not perfect and not finished do not worry but it is enough for the moment.It was quite hard-yk with the grid and everything because I had never done that.I need a little break from the grid thing so that goes on the list for the things to do in the end.Hope you like the styling idea.Thanks for reading!!!
So I pulled myself together and changed the welcome window.I will work on the camera app now but what do we think about the desing from the welcome window ? Should I leave it as it is or should I change it ? Yk it is the first impression you get when you go on my site.Thanks for reading and your interests in this project.
So I added the base for the galerie.I just need to add a slideshow thing which is going to be a little hard because I already have 2 and I need to add the 2 buttons to switch between the images.I am giving my best to squeze in coding time but the graphics themselves take a lot of time.Thanks for reading!!!
#concept Devlog All I can say:The galerie app is finished ! You can check it out or wait until I post a DEVLOG which shows more details.It was squite some work and now it is time for the next point on my todo-list:the TV.I am so happy and grateful for all these people watching my DEVLOGS and for all these kind souls who are staying with this project since minute one.Thank you you all and I really hope you like it!!Thanks for reading <3
So here is the camera app! As you may can see there are two little buttons that look like real camera buttons. I added little arrows but I think they still look real.Right now we have like 22 photos on our digi cam.And well if you scroll through these screens you may see the TV app because I also finished that.I think it also looks pretty cool ,tell me what you think about it in the comments!! It only has one vd right now(yk matching to the theme if you are interested check out the real site).I may add more in the future but not until this project is finished.So these 2 apps are now ready and the next thing on my list is the music app.Happy to hear or see some feedback (If you all really hate it I am going to change it tho but I really gave my best).Thanks for reading <3 🔗 253-mathilde.github.io/My-first-OS/
Okay so I just started with the game.Actually just started is a huge lie because I am struggeling since 10:00 and we now have 17:00.I used a tutorial and tried to just start basic with making a little jumping game but the objects …They do not exist because the whole generating thing does not work .I first need to get everything working before upgrading the graphics and stuff.I really would like some help! CSS: #background { position: absolute; background-image: url('https://files.catbox.moe/xqsbzm.png'); height: 200px; width: 100%; animation: slideright 600s infinite linear; bottom: 0;}.wendy { background-image: url('https://files.catbox.moe/u52u37.png'); height: 60px; width: 60px; position: absolute; bottom: 0;}.obstacle { background-image: url('https://files.catbox.moe/n5f03w.png'); width: 60px; height: 60px; position: absolute; bottom: 0;}@keyframes slideright { from { background-position: 0 0; } to { background-position: -10000px 0; }} HTML: <div id="gameWindow"> <div class="base5"> <div class="symbolegame"> <p id="galerieWindowheader"> <img src="https://i.imgur.com/Y4OL1On.gif"></p> <p style="cursor: pointer" id="gameclose"><img src="https://i.imgur.com/q5TmYNg.gif"></p> <p style="cursor: pointer" id="gameopen"><img src="https://i.imgur.com/3nBda2J.gif"></p> </div> <div id="background"> <h6 id="alert"></h6> <div class="wendy"></div> <div class="grid"></div> </div> </div> </div> </div> JS: document.addEventListener('DOMContentLoaded', () => { const wendy = document.querySelector('.wendy') const grid = document.querySelector('.grid') const alert = document.getElementById('alert') let gravity = 0.9 let isJumping = false let isGameOver = false function control(e) { if (e.code === "Space") { if (!isJumping) { jump() } } } document.addEventListener('keydown', control) let position = 0 function jump() { isJumping = true let count = 0 let timerId = setInterval(function () { //move down if (count === 15) { clearInterval(timerId) let downTimerId = setInterval(function () { if (count === 0) { clearInterval(downTimerId) isJumping = false } position -= 5 count-- position = position * gravity wendy.style.bottom = position + 'px' }, 20) } //move up position += 20 count++ position = position * gravity wendy.style.bottom = position + 'px' }, 20) } function generateObstacles() { if (!isGameOver) { let randomTime = Math.random() * 4000 let obstaclePosition = 1000 const obstacle = document.createElement('div') obstacle.classList.add('obstacle') grid.appendChild(obstacle) obstacle.style.left = obstaclePosition + 'px' let timerId = setInterval(function () { if (obstaclePosition > 0 && obstaclePosition < 60 && position < 60) { clearInterval(timerId) alert.innerHTML = 'Game Over' isGameOver = true //remove all children while (grid.firstChild) { grid.removeChild(grid.lastChild) } } obstaclePosition -= 10 obstacle.style.left = obstaclePosition + 'px' }, 20) setTimeout(generateObstacles, randomTime) } } generateObstacles()}) Thanks for reading<3
Okay so I hope that I do not dissapoint s.o now.I deleted the whole thing that I had so basically a whole day of work because there is always way more time behind everything that you think.I did that because I could not find the mistake and I did not really get the code.I never really did JS before this project and I am learning JS while doing this project.And I mean really learning because I kinda eat the whole W3 school site but yeah.I want to give my best in this project and if I cannot find the mistake in my own coding:I would need AI.And do not get me wrong but help from AI okayyyy but a whole app made with AI.No.No.And no.That is MY opinion so yeah if you do not think so or use AI a lot then do so (it is okay but not for me).I give my best to be transparent and always say when I used AI.The plan is now to build like a flappy bird game but without the top part and to make it look cool.I hope you can understand me and stay with me on this project because we are now getting to the hardest part.This will take some time but I will not quit.Thank you for reading(I do not think that s.o will read all of this but yeah).
Okay so here we are: We have a WORKING mini game that looks like trash! And I am sooo happy.As you can see there is an object that you can control with the arrow up key (hope that is the right english word for that).And we also have like blocks that are generated and have a random height.Yayyy.So we only need to do the styling and add some JS that ends the game when you have a score from xxx (I already have a score in my JS so that should not be so complicated).I am so happy right now and I think it was the right decision to start over.Thanks for reading and sr for all these bad vd’s,they will get better soon.<3
Okay so I started doing some CSS and made some graphics.Right now the background is too full (yk the focus point from the game should not be the background) but like the keyframes work and I added that frame.I will chnage the elements from the game but I will not change like the frame because I think that the frame looks pretty cool.We still need to do the JS and to change some stuff but I think that I will get that done in about 6-8 hours.Unfortunatly I do not have 6-8 hours the next days.I will give my best to squeze in some time but yeah: Sr for the bad vd but like I do not even use that other tracking tool because my laptop is just soooo slow with it and like recording and all the animations and windows that are open-it almost collapsed so srrrr Thanks for reading and if you have styling ideas for the game:leave a comment or write me on Slack <3
So I did some JS and spent way too much time on the graphics.It now shows a message and hides everything when you reach a score from 100.I still need to do something for the like game over part.Hope you like the design because that will stay the same I think.Thanks for reading <3
I added something like a pre-loader-thing that shows the info for the game everytime you open the game window for 30 sec.I now that it is kinda annoying that I only log such short times but I just squeze in every tiny bit of time I have and the graphics also take pretty long.Thanks for reading <3
Okay so the game is kinda finished! I now have a game over screen and a finished screen and a like maual or pre-loader.Everything is explained and I myself think that it is like the right level of easy but still a little bit tricky.You would help me a lot with trying it out and giving me a short feedback. ( https://253-mathilde.github.io/My-first-OS/ )Thanks for reading and here are the picture of the game app:
#concept Devlog AND SR FOR LIKE THE LOOKS AND THE GRAMMAR OKAY WE HAVE 37 DEGREES AND THIS IS JUST A VISION IT IS NOT SUPPOSED TO LOOK PERFECT!! Okay so I now started working on the music app and yeah it looks sooo funny right now(yk to see the switch from all the clean and perfect things to THAT)but I mean everything works for now so we just need the styling and the menu.That is such an easy thing to say because actually:The graphics take me sooo long.There are about 20 hours that you do not see and thanks to the universe catbox is not working right now and that means I have to use postimages and it works but like the pictures load sooo long.Hope it works soon and if you have like song wishes for the app:leave a comment!Thanks for reading and here is my vision:
Okay so we now have a working thing ( the play and stop button needs some work because right now it only works if you do not use the back and forward buttons) and as you can see I changed the graphics and what you cannot see is that it rotates like a real CD! I started planning the menu cause it will have the shape of a half circle so I do not have quite an idea how I will do that but we will see.Thanks for reading and right now I only have the example music from the code I used so if you have music wishes:leave a comment.Thanks for reading <3
#Concept Devlog ( infos about the planning and the vision I will mark them now so you can choose yourself if your interests are only in the progress or also in everything behind the finished page )Okay so today was a planning day. Again.But you need to trust me because if you don’t have a plan than you won’t have a good project because I have multiple apps and I want everyone to be perfect. So over the time more and more little mistakes or things that just feel false appear.And I mean I already used so much effort so why should I throw that away and make it unperfect? A lot of new problems also appeared because I now saw the site on a bigger screen (yk laptop VS PC) and it just looked terrible! And the music app is not finished and because that DEVLOG is already really long: there will be 3 more apps.Yayyy.They won’t be too complicated because they will base on already existing sites so it should be done in about 10 hours but before that everything needs to be done and as you can see that is a long list and every task will take about an hour at least.We have round about 28 tasks btw.It will be a long journey and I think that we are not even close to half of that so if you really read all of that: A really big thank you because you have true interests! Thanks for reading<3
Okay so here is what we have now: I added the final things for the apps, and I also changed the layout so that the backgrounds only repeat horizontally and not vertically. I also worked on the screens for the app and, of course, on the music app. I need to pull myself together so I do not start with any other app before I finish the music app. I also worked on the graphics as always, and we now finally have better vd, and everything is just better. Yayyyy.Thanks for reading <3
I NEED YOUR HELP!!!! Okay so I started working on the menu. It works already but needs some better styling. So you can see the vision: The red circles are going to be little CDs like the one already existing. But I need your help because I do not know how to make the control buttons (the styling), so here are like 3 versions of it. Hope you can see the vision and may help me choose (and of course the buttons will be buttons, not words, but yk it is just so you can see what my vision is). Thanks for reading <3
I worked on the preloader for the last 7 hours, but because of the browser update in 2025, an alert does not count for autoplay with the audio, and I still need a solution for that. Here is the MP4 of the preloader with the audio. I hope I will get that with the audio tomorrow. At least the video is working with the alert. Hope you like the graphics (they took soooo long, and yes, everything is self-made, so no Google copy and paste). Thanks for reading <3
Here we finally are: It works. With sound. And autoplay. And the alert. And I am soooooo happy. It took me the whole day, and I needed to do stuff that I had never even heard of, but thanks to the internet and my ability to read, I finally got it. So you can understand that better: I started at 8 am in the morning and finished at 4 pm in the afternoon. As you may understand, my patience for the music app was not enough, so I built 2 new apps instead. That sounds a little bit crazy, but because these are based on a webpage, it only took about 3 hours each. I still added a little window that explains everything, and I hope you like the result. I got so much kind feedback for the pre-loader and in general; I am getting so many nice comments. Thank you for that, and I hope you like the result and see where we are going! Thanks for reading. <3 The vd is pretty bad because I had to compromise it, so maybe check it out in real life or wait for a DEVLOG with a better VD.
Okay, so like, I started on an app, and I can’t try it at the moment because GitHub is testing my patience, but yeah, the app is the manual app, and it looks like a book, and you can actually flip pages. It is just annoying that I can’t work correctly because of GitHub, but I don’t have another chance; I just need to try again and again and again: And because I do not know if my code even works, I can’t even continue with another app like the music app. Thanks for reading <3
Okay, so GitHub is still broken, so text will have to do it. I added the Wikipedia and manual apps. And I also wrote the whole manual. That was quite some work, and I also fixed parts of the JS that were not really stable. I am so happy that it works now because I almost deleted everything today. In the end the problem, why everything did not work, was a missing close div thing. I spent the whole afternoon till now searching for that. It is midnight. I started in the afternoon. I feel really dead right now. Tomorrow I really need to do the music app. Thanks for reading <3
Okay, I worked on the manual app more, and you now can slowly see where we are going. That took me super long because I also did all the graphics and the effect where the image turns and gets bigger the second your cursor touches the image. Hope you like the graphics and the little tinkerbell on the cover. I know it is not perfect because the book is already open when you open the app, but I think it looks okay, and I can’t change it because of the symbols (they would look pretty bad on the next pages then). I also need to change the back site, text and next buttons. Btw, I now have over 300 commits on GitHub and 69 hours on Hackatime, and the project has been active for 32 days (started on 7/7/26). Literally, over a month and one devlog got over 2000 views 🥹. Thanks for reading and always helping me out <3
I think the manual is now finished. I know the CD site is not finished, but neither is the app. When I am finished with that, I’ll update the manual. I also added that star effect that shows when you click on the star thing on the last page. I also made some Easter eggs, like hidden sounds (for example, the first audio that was taken on Mars plays if you click on the green heart in the map window, which is also hidden), and I made the tab name of the OS a little game (I don’t know how to call it; it basically just moves and looks pretty). Hope you like the app; I’m always happy to hear some feedback, and now I finally start working on the music app. Thanks for reading <3.
Ahhh, I’m freaking out. The music app is finished!! Finally. It took me so long. Yes, I still need to add more songs (we only have the 3 from the base I used), but the whole layout is finished. Everything that comes now is only details and grammar and such stuff, but that was actually the last line of code for this project (yk, I now only need to repeat or fix things, not write something from scratch). In the app we have a slideshow at the beginning, a moving CD (spins), a menu that comes up front if your mouse touches it, a back button for the previous song, a next button for the next song, and a play and pause button that changes (yk, if the music plays it is ‘stop’ and if not it is ‘play’), changing song names and, of course, changing artists names. That app was the most challenging of all. Hope you like the design and everything! It would really help if you tried the site https://253-mathilde.github.io/My-first-OS/ and looked if everything works, but please respect that I am working on the grammar. Now we are finally getting to the last part!!! Thanks for reading <3.
That is just the first page.I’m waiting for two hours.I can’t even cancel them.Why always meeeeeee.I just made a folder to make it organized localy and when I uploaded it from the app ( yk the push and pull ) this happend.Yeah that takes sooooo long and btw I added more songs and made some things a little bit cleaner.As you may can see I can’t show you anything right now.Thanks’s for reading <3
Concept Devlog Okay so I know it looks like I haven’t worked on this project for the last two days but Actually, I have worked non-stop for the last two days. I got some feedback for my site, and I am still open for some feedback. I really struggled with GitHub and ended up renaming every file in my project, and yes, I needed to do that individually and wait every time for about 10 minutes. Now more and more images are getting changed from Catbox to GitHub because someone said that I should reduce the loading time. I myself don’t like using GitHub for images and stuff because it is sooo much work with the folders and stuff, but you wanted it so, so I changed it. I also changed the manual because I also got some feedback for that. I also will upload the Pixabay songs to GitHub but not the ones from the tutorial I used because I don’t know where this music is from… That should reduce the loading time from the music app. I also found a lot of details that are not perfect so I also will change these but these are mostly little things in the user interface. I really gave my best the last days even though I can’t use Lapse for time tracking because it does not work with my laptop. Oh, and I almost forgot: the OS is made for smaller screens with a browser window width from 1400 px (I don’t mean the width of your screen), so I would Be really happy to know how bad it looks on other screens. I am really sorry for that but can’t change that because my CSS is 1600 lines of code and I often used position: absolute;. I am a beginner and will work with the percentage the next time! I promise. Thanks for reading and your patience with me. Check out the site at the moment, but please respect that the manual is not quite finished and the text can look a little bit misplaced sometimes. https://253-mathilde.github.io/My-first-OS/ Thanks for reading <3
Check it out https://253-mathilde.github.io/My-first-OS/ Okay so today I added the last song to the music app.I also changed the font in the welcome window and wrote more text/changed some stuff. I also added better img to the galerie so now everything looks clean and everything is so close to being finished. I know I say that every day but you get a different point of view when you have over a month of work in your head VS just 3 or 4 more days. I am soooo happy with the font in the welcome window because the other one was more tech and this is more fairy-like. If you have a different opinion or absolutly hate it : say something! As you can see in the last DEVLOG I changed a lot based on feedback so yeah. I also changed the songs that are mine (not the ones from my base code) to github so now the img may load a little bit slow, but the sound should work great.I also made all the img links in the galerie app to github links( I downloaded everything from catbox and uploaded it to github and then change dthe file name and then re-run every job). I love how the music app turned out and looks when other windows are opened. Hope you like it tomorrow is going to be grammar and manual day because these things are just as importent as the coding.And when I work in my schedule, the day after that is README day and correcting graphic days.That would mean we ship in 2 days. I’ll give my best to find enough time for that.Thanks for reading <3
Okay so I never want to see a link in a HTML project again for at least the next 2 weeks because I now added the image sources to the manual, and that was just some crazy work. I myself always keep every source throughout the whole project but that meant that I had 15 pages full of links and I only needed the ones for the images And some were even unnecessary because those images were deleted from the site through the whole project. I know this site is probably the ugliest one in this whole project but also one of the most important ones. I also worked on the grammar. There might be some little mistakes but I wrote it. English is not my mother tongue, and I typed far more than just a prompt into an AI. I also checked the mistake with the YT video but couldn’t find one. It would really help if others also checked if the vd in the TV does not work. Tomorrow is README day. We are really there. I still can’t believe it. And someone wrote me on slack that you can review your own project with any AI, and the AI really liked mine so fingers crossed that the first ship will get approved And my work paid off. Thanks for all your support, and I would really appreciate your help with the TV app. Thanks for reading <3 Here is the link: https://253-mathilde.github.io/My-first-OS/
Last Devlog (hopefully). Okay so before you judge me because I promised that I would ship yesterday: This README is massive and I gave my best to make it short but still well explained and yeah this was just so much work.Hope you like it. The TV should also work now.Finally, so maybe try it! https://253-mathilde.github.io/My-first-OS/ . I think that I’ll ship today. I really hope that everything works so pleaseeeeee I need some feedback. This project is just crazy and so many already like it.Can’t wait to see what you say to my next projetc idea. Thanks for your support and can’t wait to hear all the feedback. SO many hours of work.Hope they pay of.Thanks for reading <3.
Okay so I think I ship now ,just made some small changes (so my code is better to understand by others) and somehow they turned out to be an hour so yeah time to ship.Thanks for all your support and figers crossed that the first ship works!
Ships:
I made a Peter Pan and Tinkerbell-themed OS. At the beginning, the JavaScript was really hard because I had only worked with blocks of code, not actual code (maybe you know code.org — that’s what I mean). The graphics took me quite some time, as did all the brainstorming and planning, because I did my best to create a good structure. I explained the whole idea and the thought behind the theme in my README. On my site, you have two draggable windows (the Welcome window and the Journal app window), and you can write stuff in your little journals and create islands. (I also explained that in my README, but if you don’t want to read it: an island is a note, and I called it that because of the site’s theme.) My site also has a little slideshow in the Journal app that explains how to use everything. My Stardance profile is linked too, so you can check out my other project. The site also includes a timer at the top. I hope you like it, and I’m already collecting ideas for Mission Two. This text was corrected with AI.
Neverland OS is a web-based OS with a Peter Pan/Tinkerbell theme. Unlike other operating systems, Neverland OS doesn’t prioritize either design or performance. It tries to be good at both. It has a Notes app, a Music app, a Gallery app, a Game, a Video app, a NASA app, a Wikipedia app, a Hubble app, and a User Manual app. It also has mini apps like a search bar, a timer, weather, and more. My goal was to create something that looks unique. Because when we program, we often have other operating systems in our head. So we automatically put things where we are used to seeing them. But who said that window controls need to be on the right side of a window? And who said that all apps need to look like the ones we use every day? Don’t get me wrong. Those operating systems work great. But they already exist. So why not try something new? Neverland has a lot of hidden features (aka Easter eggs) and was built to have everything you need. Sometimes you don’t need a lot of apps. Just a music app to keep your focus up, a timer to motivate you, and something to write in. Of course, my OS can do way more than that. But when you are honest with yourself: you don’t really need much more than that. But who said that just because we don’t need that much, we have to work with ugly minimalistic stuff? Exactly. No one! So I gave my best to make it look cute. I hope you like it. And if you don’t, let me know! I often struggled with JS because I basically started from 0 knowledge. The Music app was especially difficult because it is so unique (yk so finding help online was impossible). I deleted stuff, made mistakes, broke things, and redid the graphics many times. There are way more hours in this project than you can see ( because I builded this thing on my old laptop in my holidays and that laptop breaks down everytime you use lapse). I took this project everywhere and spent almost every bit of free time I had on it.I worked on Neverland for 42 days. During that time I made over 500 deployments on GitHub, over 600 commits on GitHub, uploaded things millions of times because of GitHub issues, and wrote around 3,500 lines of code. I also tried my best to be transparent about the whole process. I wrote a Devlog about roughly every 2 hours. All instructions are in the OS or in the README. I gave my best with everything: the code, the graphics, the storytelling , the Easter eggs, and all the little details. I hope you like Neverland OS and have fun trying everything out. Sorry for my grammar or language mistakes. English isn’t my first language....
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1793087527.64072
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1793173927.64072
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31549
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My first slack bot! by @Charlie_Coder | Stardance
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Charlie_Coder
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2
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0.0
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1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-09T08:35:12Z", "hours": 0.0, "multiplier": 1.92, "payout": 1, "blessing": "neutral", "text": "I have made a slack bot that responds to simple commands, like in the mission guide. I added my own additions to the code, and added a general fact API too. Hope you like :)", "repo": "https://github.com/Miningsleuth/Slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BFR589MV2"}, {"ship_num": 2, "ts": "2026-07-07T03:54:46Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I have made a Slackbot for Slack that runs 24/7 (hosted using Nest). It uses systemd to monitor and restart on failure. It has 4 simple commands: /helper-ping /helper-help /helper-catfact /helper-joke I am proud mainly of being able to get this working and connected to Slack as I am bad with APIs and authentication keys (and anything with OAuth in it’s name). Enjoy :)", "repo": "https://github.com/Miningsleuth/Slackbot", "demo": "https://app.slack.com/client/E09V59WQY1E/C0BFR589MV2"}]...
|
[{"post_id": 25193, "ts": "202 [{"post_id": 25193, "ts": "2026-07-09T08:32:03Z", "hours": 0.3131, "text": "I have added more, and made the bot more lively. After finishing the guide, I started off struggling with APIs, and was really proud to get the fact working. I also improved the README, and now attribute the APIs."}, {"post_id": 23916, "ts": "2026-07-07T03:48:32Z", "hours": 0.4072, "text": "I have coded the Slackbot with the required commands based off the guide and am ready to ship! I have also got it running through Nest 24/7."}]...
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Title: My first slack bot! by @Charlie_Coder | Sta Title: My first slack bot! by @Charlie_Coder | Stardance
Devlogs:
I have coded the Slackbot with the required commands based off the guide and am ready to ship! I have also got it running through Nest 24/7.
I have added more, and made the bot more lively. After finishing the guide, I started off struggling with APIs, and was really proud to get the fact working. I also improved the README, and now attribute the APIs.
Ships:
I have made a Slackbot for Slack that runs 24/7 (hosted using Nest). It uses systemd to monitor and restart on failure. It has 4 simple commands: /helper-ping /helper-help /helper-catfact /helper-joke I am proud mainly of being able to get this working and connected to Slack as I am bad with APIs and authentication keys (and anything with OAuth in it’s name). Enjoy :)
I have made a slack bot that responds to simple commands, like in the mission guide. I added my own additions to the code, and added a general fact API too. Hope you like :)...
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1792990437.896363
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1793076837.896363
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31577
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PickleWatch by @karthikeya | Stardance
|
karthikeya
|
2
|
34.45
|
308
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-10T03:58:34Z", "hours": 27.0, "multiplier": 16.51, "payout": 246, "blessing": "neutral", "text": "I updated it to now RallyLab. I did this because initially i had an app to find open pickleball courts near me in Tampa. It worked, but I realized you really only use a court finder once. You check it, drive there, and that’s it. So I’ve been rebuilding it into RallyLab. The idea is simple: put your phone on the bench and let it listen to your match. Instead of recording the match, the new app -RallyLab- just detects racket hits and the words you say like serves etc to detect who got the point. The audio gets processed 128 samples at a time and immediately overwritten, so there is no recording or audio file. I am going to spend more time on this and make it a full on product people can use.", "repo": "https://github.com/Coder-13-11/PickleWatch", "demo": "https://pickle-watch.vercel.app"}, {"ship_num": 2, "ts": "2026-07-10T15:13:48Z", "hours": 7.0, "multiplier": 8.97, "payout": 62, "blessing": "neutral", "text": "PickleWatch, an App for Pickleball Athletes So basically the problem is there’s like 8 pickleball courts around Tampa and you never know which ones are actually free or if they’re packed until you drive there and it’s a whole thing. So I made an app that tells you before you leave your house. It’s a website (kinda like an app, you can add it to your home screen) that shows all 8 courts and how busy each one probably is right now. It’s not just guessing randomly either — I made it learn the normal pattern for each court (like Northlakes gets crazy busy around 6pm on weekdays but High 5 is more of a lunchtime thing) and then it mixes that with actual people checking in. Like if you show up and tap “I’m here” and say how busy it is, that updates everyone’s app in real time for like 90 minutes and then it fades away. The real time part is honestly the coolest part, I used this thing called Supabase which is like a free database that can push updates instantly. I tested it by opening two browser windows side by side and checking in on one and watching it show up on the other one immediately, no refreshing or anything. Other stuff it does: Rally button — pick a time and it makes a message you can send to your group chat on WhatsApp asking who wants to play Polls — like if people can’t decide where to play you make a poll and everyone votes and you can see it update live Friends — add your friends and it’ll show you when they check in somewhere, plus little avatar bubbles showing who’s at a court right now No login or password or anything, you just type your name once and that’s it. Didn’t want to deal with accounts for something this small. Everything’s free too — Supabase has a free plan and I’m hosting it on Vercel which is also free, so it’s not costing me anything to run.", "repo": "https://github.com/Coder-13-11/PickleWatch", "demo": "https://pickle-watch.vercel.app"}]...
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[{"post_id": 79042, "ts": "202 [{"post_id": 79042, "ts": "2026-10-12T14:04:26Z", "hours": 0.45, "text": "Update: fixed bugs and improved the sound detection algorithm so it accurately captures the hits, I am still wondering on how to make this really accurate so any suggestions would be helpful."}, {"post_id": 65180, "ts": "2026-09-10T03:56:43Z", "hours": 15.4464, "text": "🟢 Quick Update on Picklewatch 🟢. I updated it to now RallyLab. I did this because initially i had an app to find open pickleball courts near me in Tampa. It worked, but I realized you really only use a court finder once. You check it, drive there, and that’s it. So I’ve been rebuilding it into RallyLab. The idea is simple: put your phone on the bench and let it listen to your match. Instead of recording the match, the new app -RallyLab- just detects racket hits and the words you say like serves etc to detect who got the point. The audio gets processed 128 samples at a time and immediately overwritten, so there is no recording or audio file. The hit detector is working pretty well now. I tested it with simulated gym noise, talking, shoe squeaks, and another court playing nearby, and 9/11 conditions got an F1 of at least 0.93. I also added badminton, tennis, pickleball, squash, and table tennis, along with their different scoring rules. There are also 393 tests passing. The biggest thing I’m working on now is automatic score tracking. I originally planned to have players tap who won each rally, but nobody is going to do that during a game. Since players already say the score out loud, I’m using that instead. Speech recognition by itself is only around 73% accurate, but because there are only a few legal scores that can follow each score, an HMM + Viterbi decoder can bring that up to around 96–100%. I said its almost ready but I am trying to make it realible for an athlete to trust. Then I found a weird problem. The server’s score is always said first, so the microphone can know the score is 5-3 but can’t know which team is serving. That leaves two possibilities at exactly 50/50. I’m working on speaker ID now, but I’m using it as a probability instead of a hard rule so one mistake doesn’t ruin everything. Next is getting the score system into the UI, finishing speaker ID, figuring out the iOS audio situation, and testing it in a real gym. So far all my testing has been simulated. If it can’t handle six courts playing at once, then I have a much bigger problem. Maybe in the future, once i get the grant from hackclub to buy a licence for playstore, the app might fucntion more efficiently than a web app."}, {"post_id": 44219, "ts": "2026-08-09T20:42:41Z", "hours": 5.1753, "text": "Revamped the UI, check it out!"}, {"post_id": 32595, "ts": "2026-07-21T21:27:26Z", "hours": 6.0836, "text": "Fixed and Patched Bugs in PickleWatch!"}, {"post_id": 25968, "ts": "2026-07-10T14:41:36Z", "hours": 7.2303, "text": "Love Pickleball?? Check this out! I just made an app that tracks nearby pickleball courts and estimates how many people are on them, so the user can save time and play more efficiently when they get there. I have also created a feature for polls and for adding your crew to the friends list, so you can decide when to play the sport at your convenience. Please take a look at my screenshots below"}]...
|
Title: PickleWatch by @karthikeya | Stardance
Dev Title: PickleWatch by @karthikeya | Stardance
Devlogs:
Love Pickleball?? Check this out! I just made an app that tracks nearby pickleball courts and estimates how many people are on them, so the user can save time and play more efficiently when they get there. I have also created a feature for polls and for adding your crew to the friends list, so you can decide when to play the sport at your convenience. Please take a look at my screenshots below
Fixed and Patched Bugs in PickleWatch!
Revamped the UI, check it out!
🟢 Quick Update on Picklewatch 🟢. I updated it to now RallyLab. I did this because initially i had an app to find open pickleball courts near me in Tampa. It worked, but I realized you really only use a court finder once. You check it, drive there, and that’s it. So I’ve been rebuilding it into RallyLab. The idea is simple: put your phone on the bench and let it listen to your match. Instead of recording the match, the new app -RallyLab- just detects racket hits and the words you say like serves etc to detect who got the point. The audio gets processed 128 samples at a time and immediately overwritten, so there is no recording or audio file. The hit detector is working pretty well now. I tested it with simulated gym noise, talking, shoe squeaks, and another court playing nearby, and 9/11 conditions got an F1 of at least 0.93. I also added badminton, tennis, pickleball, squash, and table tennis, along with their different scoring rules. There are also 393 tests passing. The biggest thing I’m working on now is automatic score tracking. I originally planned to have players tap who won each rally, but nobody is going to do that during a game. Since players already say the score out loud, I’m using that instead. Speech recognition by itself is only around 73% accurate, but because there are only a few legal scores that can follow each score, an HMM + Viterbi decoder can bring that up to around 96–100%. I said its almost ready but I am trying to make it realible for an athlete to trust. Then I found a weird problem. The server’s score is always said first, so the microphone can know the score is 5-3 but can’t know which team is serving. That leaves two possibilities at exactly 50/50. I’m working on speaker ID now, but I’m using it as a probability instead of a hard rule so one mistake doesn’t ruin everything. Next is getting the score system into the UI, finishing speaker ID, figuring out the iOS audio situation, and testing it in a real gym. So far all my testing has been simulated. If it can’t handle six courts playing at once, then I have a much bigger problem. Maybe in the future, once i get the grant from hackclub to buy a licence for playstore, the app might fucntion more efficiently than a web app.
Update: fixed bugs and improved the sound detection algorithm so it accurately captures the hits, I am still wondering on how to make this really accurate so any suggestions would be helpful.
Ships:
PickleWatch, an App for Pickleball Athletes So basically the problem is there’s like 8 pickleball courts around Tampa and you never know which ones are actually free or if they’re packed until you drive there and it’s a whole thing. So I made an app that tells you before you leave your house. It’s a website (kinda like an app, you can add it to your home screen) that shows all 8 courts and how busy each one probably is right now. It’s not just guessing randomly either — I made it learn the normal pattern for each court (like Northlakes gets crazy busy around 6pm on weekdays but High 5 is more of a lunchtime thing) and then it mixes that with actual people checking in. Like if you show up and tap “I’m here” and say how busy it is, that updates everyone’s app in real time for like 90 minutes and then it fades away. The real time part is honestly the coolest part, I used this thing called Supabase which is like a free database that can push updates instantly. I tested it by opening two browser windows side by side and checking in on one and watching it show up on the other one immediately, no refreshing or anything. Other stuff it does: Rally button — pick a time and it makes a message you can send to your group chat on WhatsApp asking who wants to play Polls — like if people can’t decide where to play you make a poll and everyone votes and you can see it update live Friends — add your friends and it’ll show you when they check in somewhere, plus little avatar bubbles showing who’s at a court right now No login or password or anything, you just type your name once and that’s it. Didn’t want to deal with accounts for something this small. Everything’s free too — Supabase has a free plan and I’m hosting it on Vercel which is also free, so it’s not costing me anything to run.
I updated it to now RallyLab. I did this because initially i had an app to find open pickleball courts near me in Tampa. It worked, but I realized you really only use a court finder once. You check it, drive there, and that’s it. So I’ve been rebuilding it into RallyLab. The idea is simple: put your phone on the bench and let it listen to your match. Instead of recording the match, the new app -RallyLab- just detects racket hits and the words you say like serves etc to detect who got the point. The audio gets processed 128 samples at a time and immediately overwritten, so there is no recording or audio file. I am going to spend more time on this and make it a full on product people can use....
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1793105695.0294683
|
1793192095.0294683
|
|
31636
|
Cringy Sound Effects by @HenryTierney | Stardance
|
HenryTierney
|
2
|
2.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-07T13:16:17Z", "hours": 0.0, "multiplier": 1.23, "payout": 1, "blessing": "neutral", "text": "I am very proud of this site. I have always wanted to get started coding, and I never really had the motivation. When I found HackClub, and eventually StarDance, I really found what I needed: a community of people that support me and keep me going when times get hard. The incentive helped too. Being my 2nd project, and my only completed project, it just feels great. I’d like to thank you for making this amazing program, and I hope to see you again. Bye Bye!", "repo": "https://github.com/CookingUpSomethingRevolutionary/CringySoundEffects", "demo": "https://cookingupsomethingrevolutionary.github.io/CringySoundEffects/"}, {"ship_num": 2, "ts": "2026-07-07T00:37:30Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This was a fun first project! One part that was hard was CSS! I had to refer to https://www.w3schools.com/css/ for guidance for stuff I didn’t quite understand. 1 part that was easy was coming up with the idea. I’ve always loved ragebaiting my friend, and it’s one way to start up a conversation with him if needed. Thanks for reading this, and check out the sound effects! They are HILARIOUS!!!", "repo": "https://github.com/CookingUpSomethingRevolutionary/CringySoundEffects", "demo": "https://cookingupsomethingrevolutionary.github.io/CringySoundEffects/"}]...
|
[{"post_id": 24086, "ts": "202 [{"post_id": 24086, "ts": "2026-07-07T12:53:39Z", "hours": 0.4236, "text": "The project is done! Finally, after some work, my first ever website is done! It has a bunch of cringe sound effects! These sound effects include: “mmm so good and tasty”, “MAYO ESCALATOR” and a video called “When a Unknown Number Calls” (a cringe song I ragebait my friend with) I can’t wait to continue expanding on this soon!"}, {"post_id": 23833, "ts": "2026-07-07T00:22:54Z", "hours": 2.0925, "text": "This is the start of my first project! I absolutely love ragebaiting my friend, so this is the website that comes in handy! It does only have 3 sound effects, but there are more to come! My goals are to add more buttons and to continue improving the site. Here’s the transcript of “MAYO ESCALATOR” (My personal favorite) 🎶MAYONNAISE ON AN ESCALATOR! GOING UPSTAIRS SO SEE YOU LATER! BYE BYE!” 🎶"}]...
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Title: Cringy Sound Effects by @HenryTierney | Sta Title: Cringy Sound Effects by @HenryTierney | Stardance
Devlogs:
This is the start of my first project! I absolutely love ragebaiting my friend, so this is the website that comes in handy! It does only have 3 sound effects, but there are more to come! My goals are to add more buttons and to continue improving the site. Here’s the transcript of “MAYO ESCALATOR” (My personal favorite) 🎶MAYONNAISE ON AN ESCALATOR! GOING UPSTAIRS SO SEE YOU LATER! BYE BYE!” 🎶
The project is done! Finally, after some work, my first ever website is done! It has a bunch of cringe sound effects! These sound effects include: “mmm so good and tasty”, “MAYO ESCALATOR” and a video called “When a Unknown Number Calls” (a cringe song I ragebait my friend with) I can’t wait to continue expanding on this soon!
Ships:
This was a fun first project! One part that was hard was CSS! I had to refer to https://www.w3schools.com/css/ for guidance for stuff I didn’t quite understand. 1 part that was easy was coming up with the idea. I’ve always loved ragebaiting my friend, and it’s one way to start up a conversation with him if needed. Thanks for reading this, and check out the sound effects! They are HILARIOUS!!!
I am very proud of this site. I have always wanted to get started coding, and I never really had the motivation. When I found HackClub, and eventually StarDance, I really found what I needed: a community of people that support me and keep me going when times get hard. The incentive helped too. Being my 2nd project, and my only completed project, it just feels great. I’d like to thank you for making this amazing program, and I hope to see you again. Bye Bye!...
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1792878462.780256
|
1793742462.780256
|
|
31717
|
SlateLite by @FencingLefty3 | Stardance
|
FencingLefty3
|
2
|
27.0
|
41
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-17T15:08:51Z", "hours": 15.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Slate Ship 2 Slate is ready for ship 2! After adding a new UI overhaul, and rolling 30 day productivity score, Slate is ready for release.", "repo": "https://github.com/FencingLefty3/SlateLite", "demo": "https://fencinglefty3.github.io/SlateLite/"}, {"ship_num": 2, "ts": "2026-08-09T20:00:00Z", "hours": 12.0, "multiplier": 3.26, "payout": 41, "blessing": "neutral", "text": "‘Slate Lite is a lightweight note/task taking application I built for quick offline jotting or reminders. It works across all platforms as a PWA or in the browser.’", "repo": "https://github.com/FencingLefty3/SlateLite", "demo": "https://fencinglefty3.github.io/SlateLite/"}]...
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[{"post_id": 80398, "ts": "202 [{"post_id": 80398, "ts": "2026-10-17T14:53:29Z", "hours": 2.3353, "text": "Final Dev Log before ship 2. Finished rolling 30 day productivity score. New UI for productivity score, mobile and desktop."}, {"post_id": 78360, "ts": "2026-10-10T15:38:54Z", "hours": 2.2467, "text": "Working on the Elo system and some UI improvements. Fixed date select not showing on iOS. Added Index Elo score to side bar and toggle in settings page. Need to: Finish 30 day rotating Elo/ index math. Ship 2"}, {"post_id": 74168, "ts": "2026-09-26T20:25:41Z", "hours": 1.1286, "text": "Back at it with some more work during this rainy weekend; New Stuff, Fixed date selector not working on iOS. Fixed search returning 404 and now functioning as intended. settings for theme and Elo. Other general UI improvements. On the docket, finishing Elo system, task sync, Ship 2."}, {"post_id": 73747, "ts": "2026-09-25T20:43:41Z", "hours": 9.0233, "text": "Been working slowly a couple minutes every other day for the past couple weeks. Didn’t think there was enough for a post. (I also didn’t realize how long it’s been.) What’s new? Desktop UI is redone for vertical sidebar. Created point (tasks) completable. Changed tags to include text for easier identification. Added new settings page. Added theme selection. What’s Next, Completing flagship feature; Elo. Some sync functionality. Ship 2."}, {"post_id": 42995, "ts": "2026-08-08T00:45:48Z", "hours": 0.7817, "text": "Slate lite Log 5 Gist: A lightweight notes and task app. Added: task editing readme Future: Data Export/Backup. Settings/themes."}, {"post_id": 42862, "ts": "2026-08-07T20:22:23Z", "hours": 4.0806, "text": "Slate lite Log 4 Gist: A lightweight notes and task app. Added: Updates html for better UI. Added tag filters and collapsible bar for mobile. Added tags to tasks and updated task creator UI. Future: Data Export/Backup. Editing of tasks. Settings/themes."}, {"post_id": 40454, "ts": "2026-08-03T23:43:43Z", "hours": 0.4261, "text": "Slate lite Log 3 Gist: A lightweight notes and task app. Added: Updates SW for more offline compatibility and update responsiveness. Fixed proper UI not showing and descriptions and dates not appearing on point and line cards. Future: Data Export/Backup. Editing of tasks. Settings/themes."}, {"post_id": 40422, "ts": "2026-08-03T22:22:20Z", "hours": 3.8183, "text": "Slate lite Log 2 Gist: A lightweight notes and task app. Added: Progressive web app so It can be used on all platforms, including iPhone. Some offline capabilities. Future: Data Export."}, {"post_id": 24190, "ts": "2026-07-07T16:22:58Z", "hours": 3.375, "text": "Slate lite Log 1 Gist: A lightweight notes and task app. Added: Html & css files for main page. JavaScript for creating and saving tasks/notes. database.js file for saving using dexie/IndexedDB Creating and deleting Writes & Lists (Notes & Tasks) Future: Create systems for Progressive web app so It can be used on all platforms, including iphone."}]...
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Title: SlateLite by @FencingLefty3 | Stardance
De Title: SlateLite by @FencingLefty3 | Stardance
Devlogs:
Slate lite Log 1 Gist: A lightweight notes and task app. Added: Html & css files for main page. JavaScript for creating and saving tasks/notes. database.js file for saving using dexie/IndexedDB Creating and deleting Writes & Lists (Notes & Tasks) Future: Create systems for Progressive web app so It can be used on all platforms, including iphone.
Slate lite Log 2 Gist: A lightweight notes and task app. Added: Progressive web app so It can be used on all platforms, including iPhone. Some offline capabilities. Future: Data Export.
Slate lite Log 3 Gist: A lightweight notes and task app. Added: Updates SW for more offline compatibility and update responsiveness. Fixed proper UI not showing and descriptions and dates not appearing on point and line cards. Future: Data Export/Backup. Editing of tasks. Settings/themes.
Slate lite Log 4 Gist: A lightweight notes and task app. Added: Updates html for better UI. Added tag filters and collapsible bar for mobile. Added tags to tasks and updated task creator UI. Future: Data Export/Backup. Editing of tasks. Settings/themes.
Slate lite Log 5 Gist: A lightweight notes and task app. Added: task editing readme Future: Data Export/Backup. Settings/themes.
Been working slowly a couple minutes every other day for the past couple weeks. Didn’t think there was enough for a post. (I also didn’t realize how long it’s been.) What’s new? Desktop UI is redone for vertical sidebar. Created point (tasks) completable. Changed tags to include text for easier identification. Added new settings page. Added theme selection. What’s Next, Completing flagship feature; Elo. Some sync functionality. Ship 2.
Back at it with some more work during this rainy weekend; New Stuff, Fixed date selector not working on iOS. Fixed search returning 404 and now functioning as intended. settings for theme and Elo. Other general UI improvements. On the docket, finishing Elo system, task sync, Ship 2.
Working on the Elo system and some UI improvements. Fixed date select not showing on iOS. Added Index Elo score to side bar and toggle in settings page. Need to: Finish 30 day rotating Elo/ index math. Ship 2
Final Dev Log before ship 2. Finished rolling 30 day productivity score. New UI for productivity score, mobile and desktop.
Ships:
‘Slate Lite is a lightweight note/task taking application I built for quick offline jotting or reminders. It works across all platforms as a PWA or in the browser.’
Slate Ship 2 Slate is ready for ship 2! After adding a new UI overhaul, and rolling 30 day productivity score, Slate is ready for release....
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KuuppaOS by @suklaasukkulayt | Stardance
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suklaasukkulayt
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2
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69.0
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823
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[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T10:31:12Z", "hours": 59.0, "multiplier": 14.44, "payout": 823, "blessing": "neutral", "text": "KuuppaOS A WebOS with many different apps and features . This has 17 apps , desktop icons, a taskbar with a start menu (for settings), weather and a calendar/clock . You can have a custom wallpaper , change app background color , blur and transparency or even turn on RGB mode . This even has a rubber-band selector . You can open, close, minimize, maximize and resize the apps. KuuppaOS also has many animations and a dog gallery that has photos of my dogs! More info on GitHub: https://github.com/suklaasukkulayt/kuuppaos GitHub has screenshots and link to a showcase video. (if you have already used this for some reason, go to Start Menu -> Open Settings -> Reset to defaults -> Save to local storage)", "repo": "https://github.com/suklaasukkulayt/kuuppaos", "demo": "https://kuuppaos.suklaasukkula.dev"}, {"ship_num": 2, "ts": "2026-07-14T14:56:01Z", "hours": 10.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I made a webos for the webos 1 mission. It has draggable, resizable and closable windows, desktop icons, a bottom bar with a working clock and an open all windows button. There is six apps: Welcome which is just the welcome screen, TeXtpad which is a notepad, but it only supports one note at a time and it saves it locally to your browser, Weather which shows your local temperature, location and weather condition as an emoji and as text, Clock which is just an analog clock, KuuppaMusic (spotify) which plays the “lofi beats” spotify playlist from the spotify embed (it only plays the first 30s of every song) and KuuppaVid (YouTube) which plays Never Gonna Give You Up by Rick Astley from the YouTube embed. Github copilot is used for fixing some problems and for help and instructions for features like the weather app and autoplay when you open KuuppaVid.", "repo": "https://github.com/suklaasukkulayt/kuuppaos", "demo": "https://kuuppaos.suklaasukkula.dev"}]...
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[{"post_id": 78296, "ts": "202 [{"post_id": 78296, "ts": "2026-10-10T10:21:32Z", "hours": 0.5611, "text": "Devlog 20 This devlog wasn’t supposed to happen, because of that I lost 2 hours. I have now fixed more bugs and finished the README. Link to GitHub I’m gonna ship now. (please read my other devlogs they are better than this)"}, {"post_id": 77325, "ts": "2026-10-06T15:23:33Z", "hours": 12.0486, "text": "Devlog 19 The final devlog I have made many improvements. Also this is the final devlog of KuuppaOS before my second ship, it’s been a long journey. Last devlog I promised Now playing support to KuuppaBrowser but unfortunately, detecting if iframes are making sound isn’t possible with javascript. 2. I added an AI chatbot, KuuppaAI . It’s very kuuppa . It can detect some keywords and have different answers, it can for example code. 3. I removed the Weather desktop app and turned it into a taskbar app . Now if you have allowed location permission, it shows up next to clock . You can still click it and it opens the old weather app, but in a taskbar app style. 4. I changed the default app color , to a more transparent and blueish one. I think it looks a bit better . 5. I added more animations for a smoother experience. For example animations for the apps in the taskbar . 6. I added more dog photos . To be more specific, I added over a hundred dog photos more . When you open it for the first time, it takes a really long time to load them. That’s why I added a service worker (with help from AI) to keep the photos cached . 7. I added fonts to everything so it looks more professional and hopefully made the background higher resolution . 8. Now the cursor changes from grab to grabbing when dragging the windows around. 9. I added a hamburger menu icon so the start menu button looks more like a start menu button . 10. I also added an animation for closing the photos for the different dogs. 11. I added a maximise (/fullscreen) button for apps ! It also has an animation. 12. I added an RGB mode button to settings menu. It makes the apps constantly change their background color (I used a bit of help from AI to make it change through all colors) 13. I added a file type selector to TeXtpad , so now you can choose from .txt, .md, .html and .csv when exporting your TeXtpad text. Also this new functionality now shows in app store and about. I also made the textarea look a bit better . 14. I updated the project README . It still lacks a new screenshot though. 15. I fixed many bugs . Here is some of them: KuuppaMusic wouldn’t show up in the taskbar because of the animation I added for taskbar apps Terminal not showing about command defaults properly Bugs with fullscreen Fixes with dog photos Ghost game iframe having fixed with so it didn’t resize Shutdown and Reboot icons (for start menu) not loading on page load Reset to defaults button not working properly Dog gallery icon not showing in App store And some others! It has been a fun journey, thanks for supporting!"}, {"post_id": 73166, "ts": "2026-09-24T14:55:23Z", "hours": 8.5747, "text": "Devlog 18 Another big update I fixed the app store issue by adding a save button in the app store so make sure to click it after installing or removing many apps at a time . I added reboot and shutdown commands to Terminal. I also made it so you can’t type new commands during longer processes like installing apps with Terminal. I added a start menu ! It isn’t the craziest, but it has reboot, shutdown, open welcome screen and open settings buttons . (yes I removed the settings button from the taskbar!) There is also a now playing thing in the start menu . It supports both KuuppaVid and KuuppaMusic , and it shows the currently playing song. You can even stop the playback. I might update it to support KuuppaBrowser in the next (final) devlog. I also updated the opening/closing animations for the taskbar menus. I also added a export as .txt button to TeXtpad so now you can actually use it for something! I made it so the dog gallery images are only loaded when you want to see the images to speed up the loading process for the website . This is also because i’m adding more dog images in the next devlog! There is also a small loading animation now. I also fixed some stuff and added a simple how-to-use to the welcome screen . That’s all for now, but in the next and hopefully final devlog i’m adding: Now playing support to KuuppaBrowser, Weather to the taskbar, More dog images, Update about to admire TeXtpad’s new functionality, and maybe something else! who knows"}, {"post_id": 65473, "ts": "2026-09-10T17:03:52Z", "hours": 6.6594, "text": "Devlog 17 Big update I added a camera selector to Camera and a microphone selector to Recorder. I added a Dog gallery app where you can view photos of my dogs! (I might add more photos) I finally added the app store . Now you have to install all the apps and they save to your browser’s local storage. (If you install them too quickly the saving can fail, I will fix it) You can also install apps using the install command in Terminal . I updated some terminal commands. Now you can use the rubber band selector next to the app icons. I also made the login screen fade smoother. Idk that’s probably all (or maybe not). (I used help from AI to implement a proper local storage saving thing) I will ship soon! (hopefully)"}, {"post_id": 57373, "ts": "2026-08-29T14:35:39Z", "hours": 2.7381, "text": "Devlog 16 I added an audio recorder app . It’s pretty simple, you just hit record. (I used a tutorial for help) I added a loading/login screen that shows for a few seconds. (I used a tutorial for help) I added funny filters to Camera (like saturation, blur, greyscale, hue rotation etc.) I also added a color command to Terminal . I also updated some terminal commands like ‘about’ (I used a bit of AI for help) Current resolution now shows in Camera."}, {"post_id": 57241, "ts": "2026-08-29T10:49:19Z", "hours": 3.4614, "text": "Devlog 15 I added the About app (that I started last devlog). You can click the buttons that show info about that app . I added app background color changing to settings and also changed the Reset wallpaper button to instead a Reset to defaults button. I made the radio animation in KuuppaMusic smaller and it now scales better. I also fixed bugs with the taskbar music playing thing. Clock and HackCMD are now properly centered . Camera now records in 4K or the closest resolution instead of 720p. I also added a custom scrollbar so it fits the green theme. I also updated some terminal commands and fixed some bugs ."}, {"post_id": 54419, "ts": "2026-08-25T12:53:25Z", "hours": 6.2053, "text": "Devlog 14 I updated KuuppaVid , so now you can actually search YouTube videos ! (I used some help from AI) I also updated KuuppaMusic ! Now you can listen to Estonia’s radio station XFM ! (idk why I picked it) And when you minimize it, the song title shows up in the taskbar ! Also it has a cool radio animation . (I used a tutorial for the base of the custom player) I fixed many window bugs (like when resizing the window could go out of bounds). I updated terminal so now (some of) the commands are better and more up to date. I also added an info app, but it currently has no content. KuuppaOS is now almost completed!"}, {"post_id": 48730, "ts": "2026-08-17T08:01:40Z", "hours": 3.3106, "text": "Devlog 13 I added a camera app . You can take photos and they save to your device. (I used a tutorial for help) I added a new game . It’s a game I made in a coding class a while back. It’s a pacman like game where you run from ghosts. Your objective is to shoot the ghosts from WASD and you move from arrow keys. I also fixed some bugs."}, {"post_id": 46136, "ts": "2026-08-13T04:40:52Z", "hours": 3.3364, "text": "Devlog 12 This is a smaller update. I added tooltips to desktop app icons (text that shows up when you hover over the icons). I updated the header on apps so you can now drag the apps around easier . I fixed some bugs and changed some styling , like changing Hacking terminal’s name to HackCMD (I also changed the icon ). I added a normal terminal (inspired by @Makkonen ‘s LuckyOS terminal, go check his projects out!). It’s not finished, but you can type “help” to see all currently available commands!"}, {"post_id": 45024, "ts": "2026-08-11T05:27:08Z", "hours": 5.6133, "text": "Devlog 11 This is a bigger update than usual. I added pong so now you can play pong in KuuppaOS! Calendar now scales better on smaller screens. Settings and calendar buttons now have a hover effect . I added a minimize button!! Open and minimized apps are now in taskbar . I added closing and opening animations . Calculator now looks better . I added a rubber band selector (the funny blue box that comes up when you hold and drag your mouse on the desktop)! I also fixed some bugs . (AI used for debugging) Soon I will add an app store!"}, {"post_id": 43152, "ts": "2026-08-08T08:19:25Z", "hours": 2.6486, "text": "Devlog 10 I added a calculator app so now you can calculate :D Settings app is now connected to the taskbar and it looks better . It also saves locally to your browser I also added a calendar to the taskbar that opens when clicking the clock in the taskbar Icons are now properly visible also on smaller screens! Next devlog I will add a game and animations or a minimize button!"}, {"post_id": 41789, "ts": "2026-08-06T06:09:05Z", "hours": 1.3828, "text": "Devlog 9 I added a customization menu/settings . You can add a custom wallpaper and change app blur and transparency (i used help from github copilot for javascript). The settings app “icon” is currently in the taskbar, I might change it later. I added a working browser (with a little help from AI for javascript). It uses iframe so it can’t load all sites, but now you can have KuuppaOS in KuuppaOS in KuuppaOS :D Lastly I added google fonts to the site. Currently it’s only in the settings app and one button so I will add more. I will also make the desktop icons scale better for different sizes of screens."}, {"post_id": 40704, "ts": "2026-08-04T12:10:30Z", "hours": 2.5092, "text": "Devlog 8 I’m starting webos 2 and after it this webos will be pretty good. I added a hacking terminal (inspired by @Makkonen ‘s hacking terminal project. I used the same tutorial as him, but I removed all the useless code. I used github copilot to make it so you don’t type the full code snippet with every key press. I updated KuuppaVid . You can now watch any YT video with it if you enter the video ID. Javascript for it was made with github copilot. I added a painting app (inspired by @Makkonen ) using a tutorial I found. You can change the size and color of the pen and use the eraser. I found another tutorial I used for the download function (yes you can download your painting!) and then I used github copilot for the date in the file name. I also used github copilot to fix the bug where the drawing would not appear at your cursor. I also updated the OS with a new font and I removed the “open all windows” button from the taskbar! Also clicking the desktop icon again no longer closes the app. Next devlog i’m gonna add a customization menu!"}, {"post_id": 28243, "ts": "2026-07-14T11:57:03Z", "hours": 0.7064, "text": "Okay this is actually the final devlog. I added spotify(kuuppamusic) and youtube(kuuppavid) apps. They don’t really have any purpose but I still added them. From the spotify app you can listen to lofi beats, but because it’s an embed it doesn’t even play the full song. From the youtube app you can watch Never gonna give you up by Rick Astley (i didn’t know what else to put). For the youtube app i used github copilot to make the function to start autoplay only when the app is opened. I also updated readme. Now the project is ready to ship."}, {"post_id": 27750, "ts": "2026-07-13T16:07:23Z", "hours": 0.9994, "text": "Final devlog before first ship. Updated readme and added weather forecast emoji and location show with the help of github copilot. The location may or may not work depending on your device, it worked on my phone but i couldn’t get it working with my steam deck. I also fixed the problem where the clock app icon was bigger than the others. The weather now also updates every 10 mins."}, {"post_id": 27107, "ts": "2026-07-12T11:31:18Z", "hours": 1.4472, "text": "Finished the last part of the WebOS mission guide. I added a weather app (I got instructions from copilot in vs code), a clock app (I found a tutorial online), made all windows resizable, fixed some bugs (hopefully) like taskbar being too long and the website being too tall so the scroll bar would always show. I also fixed the bug where you could drag windows and then you couldn’t reach them (with a little help from copilot in vscode). The resize thing is kinda hidden in the window border but you can see it a little."}, {"post_id": 26749, "ts": "2026-07-11T18:36:58Z", "hours": 2.5356, "text": "Finally finished the fourth part of the WebOS mission guide. I had some problems with scripts for the new app so I used github copilot in vscode to fix some. Yes, i also added a second app! It’s not the best but it’s like notepad but worse (atleast right now). It only supports one note at a time, but at least it saves locally to your browser so hopefully you don’t lose your one note :D. It also has a desktop icon that opens and closes the app. Many things will change later, like all the 100+ meaningless commits that actually will hopefully stop right NOW, because I got a new way to test the site without deploying: Live server vs code extension. I guess that’s all for now"}, {"post_id": 25973, "ts": "2026-07-10T14:46:38Z", "hours": 3.0603, "text": "Finally completed the third part of the WebOS mission guide (it took so long because I had problems with customization). Made the top bar a bottom bar and added rounded corners, you can now drag the window from the window title (tell me how to make the title smaller and centered while the close button being in the right corner because that stopped working when I made the two divs be at the same row) you can also close it from the red close button and you can reopen it from the bottom bar. I also changed the welcome screen a little. Also the code is now split in three parts."}, {"post_id": 24240, "ts": "2026-07-07T17:47:16Z", "hours": 0.6725, "text": "Just finished the second part of the WebOS mission guide. Now it has top bar with working clock(and font and blur), wallpaper, welcome window with colored background and dashed border with rounded corners. I also added a second link to the welcome screen. Starting to look better already."}, {"post_id": 24096, "ts": "2026-07-07T13:18:38Z", "hours": 0.6594, "text": "I just finished the first part of the WebOS mission guide (and started the second). I will still probably edit the welcome screen after this devlog. There’s nothing special about this yet, but it has a font, text and background color, image with custom size and rounded corners, link to stardance website and text."}]...
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Title: KuuppaOS by @suklaasukkulayt | Stardance
D Title: KuuppaOS by @suklaasukkulayt | Stardance
Devlogs:
I just finished the first part of the WebOS mission guide (and started the second). I will still probably edit the welcome screen after this devlog. There’s nothing special about this yet, but it has a font, text and background color, image with custom size and rounded corners, link to stardance website and text.
Just finished the second part of the WebOS mission guide. Now it has top bar with working clock(and font and blur), wallpaper, welcome window with colored background and dashed border with rounded corners. I also added a second link to the welcome screen. Starting to look better already.
Finally completed the third part of the WebOS mission guide (it took so long because I had problems with customization). Made the top bar a bottom bar and added rounded corners, you can now drag the window from the window title (tell me how to make the title smaller and centered while the close button being in the right corner because that stopped working when I made the two divs be at the same row) you can also close it from the red close button and you can reopen it from the bottom bar. I also changed the welcome screen a little. Also the code is now split in three parts.
Finally finished the fourth part of the WebOS mission guide. I had some problems with scripts for the new app so I used github copilot in vscode to fix some. Yes, i also added a second app! It’s not the best but it’s like notepad but worse (atleast right now). It only supports one note at a time, but at least it saves locally to your browser so hopefully you don’t lose your one note :D. It also has a desktop icon that opens and closes the app. Many things will change later, like all the 100+ meaningless commits that actually will hopefully stop right NOW, because I got a new way to test the site without deploying: Live server vs code extension. I guess that’s all for now
Finished the last part of the WebOS mission guide. I added a weather app (I got instructions from copilot in vs code), a clock app (I found a tutorial online), made all windows resizable, fixed some bugs (hopefully) like taskbar being too long and the website being too tall so the scroll bar would always show. I also fixed the bug where you could drag windows and then you couldn’t reach them (with a little help from copilot in vscode). The resize thing is kinda hidden in the window border but you can see it a little.
Final devlog before first ship. Updated readme and added weather forecast emoji and location show with the help of github copilot. The location may or may not work depending on your device, it worked on my phone but i couldn’t get it working with my steam deck. I also fixed the problem where the clock app icon was bigger than the others. The weather now also updates every 10 mins.
Okay this is actually the final devlog. I added spotify(kuuppamusic) and youtube(kuuppavid) apps. They don’t really have any purpose but I still added them. From the spotify app you can listen to lofi beats, but because it’s an embed it doesn’t even play the full song. From the youtube app you can watch Never gonna give you up by Rick Astley (i didn’t know what else to put). For the youtube app i used github copilot to make the function to start autoplay only when the app is opened. I also updated readme. Now the project is ready to ship.
Devlog 8 I’m starting webos 2 and after it this webos will be pretty good. I added a hacking terminal (inspired by @Makkonen ‘s hacking terminal project. I used the same tutorial as him, but I removed all the useless code. I used github copilot to make it so you don’t type the full code snippet with every key press. I updated KuuppaVid . You can now watch any YT video with it if you enter the video ID. Javascript for it was made with github copilot. I added a painting app (inspired by @Makkonen ) using a tutorial I found. You can change the size and color of the pen and use the eraser. I found another tutorial I used for the download function (yes you can download your painting!) and then I used github copilot for the date in the file name. I also used github copilot to fix the bug where the drawing would not appear at your cursor. I also updated the OS with a new font and I removed the “open all windows” button from the taskbar! Also clicking the desktop icon again no longer closes the app. Next devlog i’m gonna add a customization menu!
Devlog 9 I added a customization menu/settings . You can add a custom wallpaper and change app blur and transparency (i used help from github copilot for javascript). The settings app “icon” is currently in the taskbar, I might change it later. I added a working browser (with a little help from AI for javascript). It uses iframe so it can’t load all sites, but now you can have KuuppaOS in KuuppaOS in KuuppaOS :D Lastly I added google fonts to the site. Currently it’s only in the settings app and one button so I will add more. I will also make the desktop icons scale better for different sizes of screens.
Devlog 10 I added a calculator app so now you can calculate :D Settings app is now connected to the taskbar and it looks better . It also saves locally to your browser I also added a calendar to the taskbar that opens when clicking the clock in the taskbar Icons are now properly visible also on smaller screens! Next devlog I will add a game and animations or a minimize button!
Devlog 11 This is a bigger update than usual. I added pong so now you can play pong in KuuppaOS! Calendar now scales better on smaller screens. Settings and calendar buttons now have a hover effect . I added a minimize button!! Open and minimized apps are now in taskbar . I added closing and opening animations . Calculator now looks better . I added a rubber band selector (the funny blue box that comes up when you hold and drag your mouse on the desktop)! I also fixed some bugs . (AI used for debugging) Soon I will add an app store!
Devlog 12 This is a smaller update. I added tooltips to desktop app icons (text that shows up when you hover over the icons). I updated the header on apps so you can now drag the apps around easier . I fixed some bugs and changed some styling , like changing Hacking terminal’s name to HackCMD (I also changed the icon ). I added a normal terminal (inspired by @Makkonen ‘s LuckyOS terminal, go check his projects out!). It’s not finished, but you can type “help” to see all currently available commands!
Devlog 13 I added a camera app . You can take photos and they save to your device. (I used a tutorial for help) I added a new game . It’s a game I made in a coding class a while back. It’s a pacman like game where you run from ghosts. Your objective is to shoot the ghosts from WASD and you move from arrow keys. I also fixed some bugs.
Devlog 14 I updated KuuppaVid , so now you can actually search YouTube videos ! (I used some help from AI) I also updated KuuppaMusic ! Now you can listen to Estonia’s radio station XFM ! (idk why I picked it) And when you minimize it, the song title shows up in the taskbar ! Also it has a cool radio animation . (I used a tutorial for the base of the custom player) I fixed many window bugs (like when resizing the window could go out of bounds). I updated terminal so now (some of) the commands are better and more up to date. I also added an info app, but it currently has no content. KuuppaOS is now almost completed!
Devlog 15 I added the About app (that I started last devlog). You can click the buttons that show info about that app . I added app background color changing to settings and also changed the Reset wallpaper button to instead a Reset to defaults button. I made the radio animation in KuuppaMusic smaller and it now scales better. I also fixed bugs with the taskbar music playing thing. Clock and HackCMD are now properly centered . Camera now records in 4K or the closest resolution instead of 720p. I also added a custom scrollbar so it fits the green theme. I also updated some terminal commands and fixed some bugs .
Devlog 16 I added an audio recorder app . It’s pretty simple, you just hit record. (I used a tutorial for help) I added a loading/login screen that shows for a few seconds. (I used a tutorial for help) I added funny filters to Camera (like saturation, blur, greyscale, hue rotation etc.) I also added a color command to Terminal . I also updated some terminal commands like ‘about’ (I used a bit of AI for help) Current resolution now shows in Camera.
Devlog 17 Big update I added a camera selector to Camera and a microphone selector to Recorder. I added a Dog gallery app where you can view photos of my dogs! (I might add more photos) I finally added the app store . Now you have to install all the apps and they save to your browser’s local storage. (If you install them too quickly the saving can fail, I will fix it) You can also install apps using the install command in Terminal . I updated some terminal commands. Now you can use the rubber band selector next to the app icons. I also made the login screen fade smoother. Idk that’s probably all (or maybe not). (I used help from AI to implement a proper local storage saving thing) I will ship soon! (hopefully)
Devlog 18 Another big update I fixed the app store issue by adding a save button in the app store so make sure to click it after installing or removing many apps at a time . I added reboot and shutdown commands to Terminal. I also made it so you can’t type new commands during longer processes like installing apps with Terminal. I added a start menu ! It isn’t the craziest, but it has reboot, shutdown, open welcome screen and open settings buttons . (yes I removed the settings button from the taskbar!) There is also a now playing thing in the start menu . It supports both KuuppaVid and KuuppaMusic , and it shows the currently playing song. You can even stop the playback. I might update it to support KuuppaBrowser in the next (final) devlog. I also updated the opening/closing animations for the taskbar menus. I also added a export as .txt button to TeXtpad so now you can actually use it for something! I made it so the dog gallery images are only loaded when you want to see the images to speed up the loading process for the website . This is also because i’m adding more dog images in the next devlog! There is also a small loading animation now. I also fixed some stuff and added a simple how-to-use to the welcome screen . That’s all for now, but in the next and hopefully final devlog i’m adding: Now playing support to KuuppaBrowser, Weather to the taskbar, More dog images, Update about to admire TeXtpad’s new functionality, and maybe something else! who knows
Devlog 19 The final devlog I have made many improvements. Also this is the final devlog of KuuppaOS before my second ship, it’s been a long journey. Last devlog I promised Now playing support to KuuppaBrowser but unfortunately, detecting if iframes are making sound isn’t possible with javascript. 2. I added an AI chatbot, KuuppaAI . It’s very kuuppa . It can detect some keywords and have different answers, it can for example code. 3. I removed the Weather desktop app and turned it into a taskbar app . Now if you have allowed location permission, it shows up next to clock . You can still click it and it opens the old weather app, but in a taskbar app style. 4. I changed the default app color , to a more transparent and blueish one. I think it looks a bit better . 5. I added more animations for a smoother experience. For example animations for the apps in the taskbar . 6. I added more dog photos . To be more specific, I added over a hundred dog photos more . When you open it for the first time, it takes a really long time to load them. That’s why I added a service worker (with help from AI) to keep the photos cached . 7. I added fonts to everything so it looks more professional and hopefully made the background higher resolution . 8. Now the cursor changes from grab to grabbing when dragging the windows around. 9. I added a hamburger menu icon so the start menu button looks more like a start menu button . 10. I also added an animation for closing the photos for the different dogs. 11. I added a maximise (/fullscreen) button for apps ! It also has an animation. 12. I added an RGB mode button to settings menu. It makes the apps constantly change their background color (I used a bit of help from AI to make it change through all colors) 13. I added a file type selector to TeXtpad , so now you can choose from .txt, .md, .html and .csv when exporting your TeXtpad text. Also this new functionality now shows in app store and about. I also made the textarea look a bit better . 14. I updated the project README . It still lacks a new screenshot though. 15. I fixed many bugs . Here is some of them: KuuppaMusic wouldn’t show up in the taskbar because of the animation I added for taskbar apps Terminal not showing about command defaults properly Bugs with fullscreen Fixes with dog photos Ghost game iframe having fixed with so it didn’t resize Shutdown and Reboot icons (for start menu) not loading on page load Reset to defaults button not working properly Dog gallery icon not showing in App store And some others! It has been a fun journey, thanks for supporting!
Devlog 20 This devlog wasn’t supposed to happen, because of that I lost 2 hours. I have now fixed more bugs and finished the README. Link to GitHub I’m gonna ship now. (please read my other devlogs they are better than this)
Ships:
I made a webos for the webos 1 mission. It has draggable, resizable and closable windows, desktop icons, a bottom bar with a working clock and an open all windows button. There is six apps: Welcome which is just the welcome screen, TeXtpad which is a notepad, but it only supports one note at a time and it saves it locally to your browser, Weather which shows your local temperature, location and weather condition as an emoji and as text, Clock which is just an analog clock, KuuppaMusic (spotify) which plays the “lofi beats” spotify playlist from the spotify embed (it only plays the first 30s of every song) and KuuppaVid (YouTube) which plays Never Gonna Give You Up by Rick Astley from the YouTube embed. Github copilot is used for fixing some problems and for help and instructions for features like the weather app and autoplay when you open KuuppaVid.
KuuppaOS A WebOS with many different apps and features . This has 17 apps , desktop icons, a taskbar with a start menu (for settings), weather and a calendar/clock . You can have a custom wallpaper , change app background color , blur and transparency or even turn on RGB mode . This even has a rubber-band selector . You can open, close, minimize, maximize and resize the apps. KuuppaOS also has many animations and a dog gallery that has photos of my dogs! More info on GitHub: https://github.com/suklaasukkulayt/kuuppaos GitHub has screenshots and link to a showcase video. (if you have already used this for some reason, go to Start Menu -> Open Settings -> Reset to defaults -> Save to local storage)...
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1792986707.0269902
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1793073107.0269902
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31884
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VoyagerOS by @aamosm | Stardance
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aamosm
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2
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5.87
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38
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-13T13:06:04Z", "hours": 2.0, "multiplier": 15.71, "payout": 38, "blessing": "neutral", "text": "VoyagerOS is a browser-based operating system built for the fictional Voyager-9 deep-space probe. It includes a desktop environment, terminal, virtual filesystem, built-in applications and an alien registry, all designed to feel like software that could exist aboard a spacecraft. There is also so much lore to explore. The registry is powered by This Alien Does Not Exist, allowing 4.2 billion unique procedurally generated species to be browsed, searched and documented as part of the mission. Each entry is presented as if it were an official survey record created by Voyager-9. The long-term goal is to expand the registry into a collaborative database inspired by Hack Club’s Dinosaur project, users will be able to submit their own discovered species, building a shared archive that grows over time while staying grounded in the project’s universe. The 3 new features are - Paint App Alien Registry App Better themes Image Viewer", "repo": "https://github.com/aamosm/VoyagerOS", "demo": "https://aamosm.github.io/VoyagerOS/"}, {"ship_num": 2, "ts": "2026-07-10T20:04:50Z", "hours": 3.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "VoyagerOS is a browser-based operating system built for the fictional Voyager-9 deep-space probe. • It features a desktop environment, terminal, virtual filesystem and built-in applications, all designed to feel like software that could exist aboard a spacecraft. • The long-term goal is to connect it with “This Alien Does Not Exist” (my other project), allowing VoyagerOS to act as an in-universe registry where procedurally generated alien species can be searched and documented. • The project is still evolving, with future work focused on expanding the operating system, adding more onboard software and making the environment feel even more believable. I wanna add a feature in WebOS 2 for people to registry their own OS they same way Hackclub registers Orpheus in their dinosaur repository. These will be shown alongside the Procedurally generated aliens. • You can use ls -r to search up basically anything and It uses the Internet archive to deliver a proper formatted embed within.", "repo": "https://github.com/aamosm/VoyagerOS", "demo": "https://aamosm.github.io/VoyagerOS/"}]...
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[{"post_id": 28108, "ts": "202 [{"post_id": 28108, "ts": "2026-07-14T05:21:22Z", "hours": 0.8675, "text": "VoyagerOS - Devlog 7 Alien Registry The Alien Registry is finally here. VoyagerOS can now browse user-submitted species as if they were discoveries made by Voyager-9. Alongside the 4 billion procedurally generated species from This Alien Does Not Exist , anyone can now contribute their own interpretations to the registry. Try it yourself I want to start building a community registry. Visit the VoyagerOS repository. Draw your alien in the WebOs Follow the README Open a pull request. I’d love to see how different people imagine the same species and watch the registry grow over time, and try to forgive my bad drawing. Guide for submitting your .alr : https://github.com/aamosm/VoyagerOS/blob/main/alr/README.md Project README: https://github.com/aamosm/VoyagerOS/blob/main/README.md"}, {"post_id": 27661, "ts": "2026-07-13T13:00:22Z", "hours": 1.535, "text": "VoyagerOS - Devlog 6 Alien registry The biggest addition in this update is the Alien Registry. VoyagerOS can now browse, search and view procedurally generated alien species from This Alien Does Not Exist as if they were real discoveries stored aboard Voyager-9. Each entry includes its own observations, classification and registry information while remaining tied to its original seed. The Paint app also allows exporting a custom file (basically a zip with a diff extension) as custom Aliens. I want them to be able to be uploaded to the repo and work like the dinosaur repo of hackclub. Bringing the projects together This is the first step towards connecting the two projects into the same universe. Instead of existing separately, VoyagerOS now has a purpose beyond being an operating system. It acts as the place where alien records can be documented, searched and explored. Also made themes better. Next The registry is only the beginning. The next step is expanding it with better search, filtering, observations and more tools for exploring discovered species. also allowing user inputted aliens alongside the already 4.something billion ones."}, {"post_id": 27140, "ts": "2026-07-12T12:57:56Z", "hours": 0.8933, "text": "VoyagerOS - Devlog 4 Building the world This update focused on making VoyagerOS feel like it has a history instead of just an interface. I introduced the Compact, a shared registry that keeps track of delegates, records, archived documents and historical events. Rather than placing lore in random text files, everything now lives inside the virtual filesystem and can be explored through normal terminal commands. Dynamic files One problem I ran into was keeping certain files up to date. Things like registry records and submission logs shouldn’t be static, so I changed the file viewer and terminal to generate them when they’re opened. Commands like read , grep , stat and the file viewer all use the same underlying data, keeping everything consistent regardless of how it’s accessed. New system commands The shell also gained a few new commands including whois , delegates , charter , access and submit . Instead of being standalone features, they’re connected directly to the registry and filesystem, making the terminal feel more like a real administration tool rather than just a command prompt. One thing I’ve noticed while building VoyagerOS is that adding content is becoming just as important as adding features. The very next thing I want to do is add my project “This Alien Does Not Exist” which has procedurally generated aliens, to make a registry. It could be like, aliens recorded till now."}, {"post_id": 26160, "ts": "2026-07-10T19:55:44Z", "hours": 0.4164, "text": "VoyagerOS - Devlog 3 Improving the desktop This update was mostly about making VoyagerOS feel less like a collection of windows and more like a real desktop. I expanded the virtual filesystem with proper file operations and added more shell commands like find , grep , stat , df and man . The manual was also rewritten to make the terminal easier to use. Desktop workflow The desktop gained right-click context menus, a system monitor and better file management. Dragging windows and icons also needed a rewrite. The old mouse-based system became unreliable, so I switched it over to Pointer Events, which made dragging much smoother and fixed several issues. Desktop icon positions are now saved using LocalStorage, so the workspace stays the way you left it. Small improvements There were a lot of smaller changes too: Better mobile support using 100dvh File properties and rename improvements Cleaner terminal output Improved process information General UI polish Next The desktop is now in a much better place. Next I’ll be expanding the ship software itself, adding more applications and filling the filesystem with logs, manuals and mission data."}, {"post_id": 26034, "ts": "2026-07-10T16:45:58Z", "hours": 1.3658, "text": "VoyagerOS - Devlog 2 Desktop environment VoyagerOS is no longer just a terminal. The interface now boots into a desktop environment with draggable windows, a taskbar and a cleaner workspace. Multiple applications can stay open at the same time, making the OS feel much closer to a real operating system. Applications Several built-in applications have been added to the system. These include a file explorer, settings panel, media viewer and a simple browser for navigating mounted data. They all share the same window manager and integrate with the rest of the desktop instead of acting as separate pages. File system The file explorer now uses a virtual filesystem instead of static content. Directories can be browsed through the desktop interface, giving VoyagerOS a proper file hierarchy to build future features on. Interface improvements A lot of the interface was cleaned up during this update. The desktop now has a proper wallpaper, improved window styling, better spacing and a more consistent visual style across the operating system. Small changes like these make the whole environment feel much more cohesive. Observations Moving from a terminal-only interface to a desktop introduced a lot of state management problems. Keeping track of active windows, focus order and application state ended up being much more involved than expected, but it also made the rest of the system easier to expand in the future. Next The desktop is now in place. The next step is adding more applications, expanding the filesystem and continuing to make VoyagerOS feel like software that could actually exist aboard Voyager-9 and fixing drag of icons."}, {"post_id": 25933, "ts": "2026-07-10T13:07:46Z", "hours": 1.4139, "text": "VoyagerOS - Devlog 1 The idea VoyagerOS is an experiment to see how far a browser could be pushed to feel like a real operating system. The goal isn’t to make another futuristic UI. I wanted it to feel like software that actually belonged on a deep-space probe. Everything is built around a terminal interface where the user interacts with the system through commands instead of buttons and menus. Building the foundation The project is built entirely with HTML, CSS and JavaScript. The first milestone was getting the boot sequence and terminal working. The boot process now transitions into a persistent shell with command history, input parsing and a window manager capable of handling multiple processes at once. The interface is still simple, but the focus has been on making it feel consistent rather than flashy. Internet Archive integration One of the main ideas behind VoyagerOS is that it can mount real data from outside the system. The first approach was embedding the Internet Archive directly, but it quickly became obvious that it broke the illusion. Logos, navigation bars and the surrounding website made it feel like a browser instead of an operating system. I scrapped that approach and rebuilt it around the Internet Archive Metadata API instead. Instead of displaying web pages, VoyagerOS now requests metadata, lets the user choose what to mount, and renders the data inside its own interface. Everything stays inside the OS instead of sending the user to another website. Current state At the moment VoyagerOS has: A boot sequence A persistent terminal Command history and parsing A native window manager Internet Archive integration through the Metadata API Dynamic mounting of external data inside the operating system Next The next step is expanding the shell itself. I want to add more system commands, improve the filesystem, introduce more ship subsystems and continue making the environment feel like a real operating system rather than just a terminal running in a browser."}]...
|
Title: VoyagerOS by @aamosm | Stardance
Devlogs:
Title: VoyagerOS by @aamosm | Stardance
Devlogs:
VoyagerOS - Devlog 1 The idea VoyagerOS is an experiment to see how far a browser could be pushed to feel like a real operating system. The goal isn’t to make another futuristic UI. I wanted it to feel like software that actually belonged on a deep-space probe. Everything is built around a terminal interface where the user interacts with the system through commands instead of buttons and menus. Building the foundation The project is built entirely with HTML, CSS and JavaScript. The first milestone was getting the boot sequence and terminal working. The boot process now transitions into a persistent shell with command history, input parsing and a window manager capable of handling multiple processes at once. The interface is still simple, but the focus has been on making it feel consistent rather than flashy. Internet Archive integration One of the main ideas behind VoyagerOS is that it can mount real data from outside the system. The first approach was embedding the Internet Archive directly, but it quickly became obvious that it broke the illusion. Logos, navigation bars and the surrounding website made it feel like a browser instead of an operating system. I scrapped that approach and rebuilt it around the Internet Archive Metadata API instead. Instead of displaying web pages, VoyagerOS now requests metadata, lets the user choose what to mount, and renders the data inside its own interface. Everything stays inside the OS instead of sending the user to another website. Current state At the moment VoyagerOS has: A boot sequence A persistent terminal Command history and parsing A native window manager Internet Archive integration through the Metadata API Dynamic mounting of external data inside the operating system Next The next step is expanding the shell itself. I want to add more system commands, improve the filesystem, introduce more ship subsystems and continue making the environment feel like a real operating system rather than just a terminal running in a browser.
VoyagerOS - Devlog 2 Desktop environment VoyagerOS is no longer just a terminal. The interface now boots into a desktop environment with draggable windows, a taskbar and a cleaner workspace. Multiple applications can stay open at the same time, making the OS feel much closer to a real operating system. Applications Several built-in applications have been added to the system. These include a file explorer, settings panel, media viewer and a simple browser for navigating mounted data. They all share the same window manager and integrate with the rest of the desktop instead of acting as separate pages. File system The file explorer now uses a virtual filesystem instead of static content. Directories can be browsed through the desktop interface, giving VoyagerOS a proper file hierarchy to build future features on. Interface improvements A lot of the interface was cleaned up during this update. The desktop now has a proper wallpaper, improved window styling, better spacing and a more consistent visual style across the operating system. Small changes like these make the whole environment feel much more cohesive. Observations Moving from a terminal-only interface to a desktop introduced a lot of state management problems. Keeping track of active windows, focus order and application state ended up being much more involved than expected, but it also made the rest of the system easier to expand in the future. Next The desktop is now in place. The next step is adding more applications, expanding the filesystem and continuing to make VoyagerOS feel like software that could actually exist aboard Voyager-9 and fixing drag of icons.
VoyagerOS - Devlog 3 Improving the desktop This update was mostly about making VoyagerOS feel less like a collection of windows and more like a real desktop. I expanded the virtual filesystem with proper file operations and added more shell commands like find , grep , stat , df and man . The manual was also rewritten to make the terminal easier to use. Desktop workflow The desktop gained right-click context menus, a system monitor and better file management. Dragging windows and icons also needed a rewrite. The old mouse-based system became unreliable, so I switched it over to Pointer Events, which made dragging much smoother and fixed several issues. Desktop icon positions are now saved using LocalStorage, so the workspace stays the way you left it. Small improvements There were a lot of smaller changes too: Better mobile support using 100dvh File properties and rename improvements Cleaner terminal output Improved process information General UI polish Next The desktop is now in a much better place. Next I’ll be expanding the ship software itself, adding more applications and filling the filesystem with logs, manuals and mission data.
VoyagerOS - Devlog 4 Building the world This update focused on making VoyagerOS feel like it has a history instead of just an interface. I introduced the Compact, a shared registry that keeps track of delegates, records, archived documents and historical events. Rather than placing lore in random text files, everything now lives inside the virtual filesystem and can be explored through normal terminal commands. Dynamic files One problem I ran into was keeping certain files up to date. Things like registry records and submission logs shouldn’t be static, so I changed the file viewer and terminal to generate them when they’re opened. Commands like read , grep , stat and the file viewer all use the same underlying data, keeping everything consistent regardless of how it’s accessed. New system commands The shell also gained a few new commands including whois , delegates , charter , access and submit . Instead of being standalone features, they’re connected directly to the registry and filesystem, making the terminal feel more like a real administration tool rather than just a command prompt. One thing I’ve noticed while building VoyagerOS is that adding content is becoming just as important as adding features. The very next thing I want to do is add my project “This Alien Does Not Exist” which has procedurally generated aliens, to make a registry. It could be like, aliens recorded till now.
VoyagerOS - Devlog 6 Alien registry The biggest addition in this update is the Alien Registry. VoyagerOS can now browse, search and view procedurally generated alien species from This Alien Does Not Exist as if they were real discoveries stored aboard Voyager-9. Each entry includes its own observations, classification and registry information while remaining tied to its original seed. The Paint app also allows exporting a custom file (basically a zip with a diff extension) as custom Aliens. I want them to be able to be uploaded to the repo and work like the dinosaur repo of hackclub. Bringing the projects together This is the first step towards connecting the two projects into the same universe. Instead of existing separately, VoyagerOS now has a purpose beyond being an operating system. It acts as the place where alien records can be documented, searched and explored. Also made themes better. Next The registry is only the beginning. The next step is expanding it with better search, filtering, observations and more tools for exploring discovered species. also allowing user inputted aliens alongside the already 4.something billion ones.
VoyagerOS - Devlog 7 Alien Registry The Alien Registry is finally here. VoyagerOS can now browse user-submitted species as if they were discoveries made by Voyager-9. Alongside the 4 billion procedurally generated species from This Alien Does Not Exist , anyone can now contribute their own interpretations to the registry. Try it yourself I want to start building a community registry. Visit the VoyagerOS repository. Draw your alien in the WebOs Follow the README Open a pull request. I’d love to see how different people imagine the same species and watch the registry grow over time, and try to forgive my bad drawing. Guide for submitting your .alr : https://github.com/aamosm/VoyagerOS/blob/main/alr/README.md Project README: https://github.com/aamosm/VoyagerOS/blob/main/README.md
Ships:
VoyagerOS is a browser-based operating system built for the fictional Voyager-9 deep-space probe. • It features a desktop environment, terminal, virtual filesystem and built-in applications, all designed to feel like software that could exist aboard a spacecraft. • The long-term goal is to connect it with “This Alien Does Not Exist” (my other project), allowing VoyagerOS to act as an in-universe registry where procedurally generated alien species can be searched and documented. • The project is still evolving, with future work focused on expanding the operating system, adding more onboard software and making the environment feel even more believable. I wanna add a feature in WebOS 2 for people to registry their own OS they same way Hackclub registers Orpheus in their dinosaur repository. These will be shown alongside the Procedurally generated aliens. • You can use ls -r to search up basically anything and It uses the Internet archive to deliver a proper formatted embed within.
VoyagerOS is a browser-based operating system built for the fictional Voyager-9 deep-space probe. It includes a desktop environment, terminal, virtual filesystem, built-in applications and an alien registry, all designed to feel like software that could exist aboard a spacecraft. There is also so much lore to explore. The registry is powered by This Alien Does Not Exist, allowing 4.2 billion unique procedurally generated species to be browsed, searched and documented as part of the mission. Each entry is presented as if it were an official survey record created by Voyager-9. The long-term goal is to expand the registry into a collaborative database inspired by Hack Club’s Dinosaur project, users will be able to submit their own discovered species, building a shared archive that grows over time while staying grounded in the project’s universe. The 3 new features are - Paint App Alien Registry App Better themes Image Viewer...
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1792990554.7803962
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1793076954.7803962
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31967
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ORBIT MATRIX by @sarveshwaran_k2008 | Stardance
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sarveshwaran_k2008
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2
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11.0
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99
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-15T13:45:24Z", "hours": 4.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "So hello guys, I have improved my website a lot after the last ship, I did read the reviews and 2 common things that people who tried the website out said they were afraid to login and it was complex for them to use.So I have now created a tutorial inside the website that allows user to navigate without any issues and also I have added a trial mode where you can try out the webstie’s features and functions without worrying about loging in. I have also switched from using a heavy web LLM for the AI tool to something I have custom made integrating wikipedia.So do try out and feel free to write me how you felt using the website or any improvements needed: [email protected]", "repo": "https://github.com/Sarveshwaran20/Orbit-Matrix", "demo": "https://sarveshwaran20.github.io/Orbit-Matrix"}, {"ship_num": 2, "ts": "2026-07-19T15:47:02Z", "hours": 7.0, "multiplier": 13.8, "payout": 99, "blessing": "neutral", "text": "I made Orbit Matrix, an interactive spatial canvas for Google Workspace users. It lets you pull your Google Drive documents, sheets, and presentations, along with your Google Calendar events, directly onto a massive visual grid. You can move files around as interactive node blocks and physically stitch logic lines between them to organize your workflows visually. It also has a local, in-browser AI engine built right into the sidebar that reads your active canvas data to help you synthesize your files completely offline. The biggest technical hurdle was a canvas collision bug with the mouse listeners. When you load a live Google Doc preview into a canvas node, it renders inside an iframe. That iframe was swallowing mouse clicks, meaning if you clicked a file to draw a logic thread to another one, the canvas never heard the click. I had to write a pure JavaScript layer that dynamically blocks pointer-events across all iframes the split-second you hit the “Link” button, allowing perfect node targeting, and then cleanly restores mouse interactions right after. Dealing with Google’s strict production OAuth and Search Console verification rules for subpaths on GitHub Pages was also a massive test of patience! “”””””””“The app is currently transitioning into Google’s final production verification queue. When you click “Sign in with Google,” you will see a temporary “Unverified App” warning. You can safely bypass this by clicking Advanced -> Go to Orbit Matrix (unsafe) to link your account. Once signed in, use the creation hub in the bottom-left to spawn blank documents or drop items from your active side panels to start stitching your workspace map!”””””””””", "repo": "https://github.com/Sarveshwaran20/Orbit-Matrix", "demo": "https://sarveshwaran20.github.io/Orbit-Matrix"}]...
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[{"post_id": 68644, "ts": "202 [{"post_id": 68644, "ts": "2026-09-15T13:37:03Z", "hours": 3.6744, "text": "So hello all, this is devlog has nothing much to tell I am typing this only for the sake of getting my time logged in so please read my ship after this devlog it would have all the new features of the website."}, {"post_id": 31279, "ts": "2026-07-19T15:43:49Z", "hours": 0.6053, "text": "What I Fixed & Added1. Moving to Production & SecurityFlipped the Switch to Production: Moved the app out of the testing phase in Google Cloud Console. Now, anyone with a Google account can technically log in.Locked Down the API Key: Set up website domain restrictions so the API key only works on https://sarveshwaran20.github.io/ . Even though the key is visible in the frontend code, it’s completely useless if anyone tries to steal it and run it somewhere else.Cleaner Sign-In: Cleaned up the initialization code so users aren’t bothered with setup popups when they try to connect their accounts.2. Fixing the Canvas Linking Bug (Big Win)The Problem: When users imported a Google Doc or Sheet, it loaded inside an iframe. When they tried to click the node to link two documents together, the iframe would swallow the mouse click, breaking the logic lines.The JavaScript Fix: Rewrote the linking function using pure JavaScript. Now, the second you click the “Link” button, the app temporarily forces all iframes to ignore mouse interactions (pointerEvents = ‘none’). This lets you click the target node perfectly. As soon as the line is drawn or cancelled, it turns mouse events back on.Missed Click Protection: Added a canvas listener so if a user clicks empty space while trying to connect two files, the app cleanly cancels the action instead of getting stuck in a glitchy linking state.Where We Stand with Google VerificationDomain Verified: Successfully verified the root domain on Google Search Console.Bypassed the Automated Bot Bug: The Google Cloud automated domain checker was glitching out because GitHub Pages uses a subpath (/Orbit-Matrix/). I bypassed the bot by submitting a manual override message to Google’s compliance team explaining that the tool is being built directly for Google Workspace users.Review Queue: The app is officially in the human review queue. Once they review the unlisted YouTube demo video and approve the Drive/Calendar scopes, the scary “Unverified App” warning screen will vanish for everyone.What’s NextWait a few days for Google’s Trust & Safety team to approve the app.Keep an eye on how the browser-based WebLLM AI handles memory usage on different computers."}, {"post_id": 27548, "ts": "2026-07-13T06:50:33Z", "hours": 6.5758, "text": "I have been working on a new project, so it is basically called Orbit Matrix. The purpose of orbit matrix is to integrate Google Docs, Sheets, and slides in one place. For now it is still in the testing phase and is not yet completely ready for Production below is a glimpse of the website."}]...
|
Title: ORBIT MATRIX by @sarveshwaran_k2008 | Stard Title: ORBIT MATRIX by @sarveshwaran_k2008 | Stardance
Devlogs:
I have been working on a new project, so it is basically called Orbit Matrix. The purpose of orbit matrix is to integrate Google Docs, Sheets, and slides in one place. For now it is still in the testing phase and is not yet completely ready for Production below is a glimpse of the website.
What I Fixed & Added1. Moving to Production & SecurityFlipped the Switch to Production: Moved the app out of the testing phase in Google Cloud Console. Now, anyone with a Google account can technically log in.Locked Down the API Key: Set up website domain restrictions so the API key only works on https://sarveshwaran20.github.io/ . Even though the key is visible in the frontend code, it’s completely useless if anyone tries to steal it and run it somewhere else.Cleaner Sign-In: Cleaned up the initialization code so users aren’t bothered with setup popups when they try to connect their accounts.2. Fixing the Canvas Linking Bug (Big Win)The Problem: When users imported a Google Doc or Sheet, it loaded inside an iframe. When they tried to click the node to link two documents together, the iframe would swallow the mouse click, breaking the logic lines.The JavaScript Fix: Rewrote the linking function using pure JavaScript. Now, the second you click the “Link” button, the app temporarily forces all iframes to ignore mouse interactions (pointerEvents = ‘none’). This lets you click the target node perfectly. As soon as the line is drawn or cancelled, it turns mouse events back on.Missed Click Protection: Added a canvas listener so if a user clicks empty space while trying to connect two files, the app cleanly cancels the action instead of getting stuck in a glitchy linking state.Where We Stand with Google VerificationDomain Verified: Successfully verified the root domain on Google Search Console.Bypassed the Automated Bot Bug: The Google Cloud automated domain checker was glitching out because GitHub Pages uses a subpath (/Orbit-Matrix/). I bypassed the bot by submitting a manual override message to Google’s compliance team explaining that the tool is being built directly for Google Workspace users.Review Queue: The app is officially in the human review queue. Once they review the unlisted YouTube demo video and approve the Drive/Calendar scopes, the scary “Unverified App” warning screen will vanish for everyone.What’s NextWait a few days for Google’s Trust & Safety team to approve the app.Keep an eye on how the browser-based WebLLM AI handles memory usage on different computers.
So hello all, this is devlog has nothing much to tell I am typing this only for the sake of getting my time logged in so please read my ship after this devlog it would have all the new features of the website.
Ships:
I made Orbit Matrix, an interactive spatial canvas for Google Workspace users. It lets you pull your Google Drive documents, sheets, and presentations, along with your Google Calendar events, directly onto a massive visual grid. You can move files around as interactive node blocks and physically stitch logic lines between them to organize your workflows visually. It also has a local, in-browser AI engine built right into the sidebar that reads your active canvas data to help you synthesize your files completely offline. The biggest technical hurdle was a canvas collision bug with the mouse listeners. When you load a live Google Doc preview into a canvas node, it renders inside an iframe. That iframe was swallowing mouse clicks, meaning if you clicked a file to draw a logic thread to another one, the canvas never heard the click. I had to write a pure JavaScript layer that dynamically blocks pointer-events across all iframes the split-second you hit the “Link” button, allowing perfect node targeting, and then cleanly restores mouse interactions right after. Dealing with Google’s strict production OAuth and Search Console verification rules for subpaths on GitHub Pages was also a massive test of patience! “”””””””“The app is currently transitioning into Google’s final production verification queue. When you click “Sign in with Google,” you will see a temporary “Unverified App” warning. You can safely bypass this by clicking Advanced -> Go to Orbit Matrix (unsafe) to link your account. Once signed in, use the creation hub in the bottom-left to spawn blank documents or drop items from your active side panels to start stitching your workspace map!”””””””””
So hello guys, I have improved my website a lot after the last ship, I did read the reviews and 2 common things that people who tried the website out said they were afraid to login and it was complex for them to use.So I have now created a tutorial inside the website that allows user to navigate without any issues and also I have added a trial mode where you can try out the webstie’s features and functions without worrying about loging in. I have also switched from using a heavy web LLM for the AI tool to something I have custom made integrating wikipedia.So do try out and feel free to write me how you felt using the website or any improvements needed: [email protected]...
|
1793091038.6992033
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1793177438.6992033
|
|
32053
|
My own site! by @SpOnCars | Stardance
|
SpOnCars
|
2
|
2.0
|
1
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-08T16:56:21Z", "hours": 0.0, "multiplier": 1.35, "payout": 1, "blessing": "neutral", "text": "This website was made for HackClub, and is a simple website to show my work. I will update this will all my projects soon, but for now I have my JS calculator and website github links added. I am using HTML and CSS to create this website Improvements Made: The email link now works The “Learn mode” hyperlinks are fully working to my Github Page ReadMe had more detail", "repo": "https://github.com/SpFerrari786/New-Website", "demo": "https://spferrari786.github.io/New-Website/"}, {"ship_num": 2, "ts": "2026-07-08T15:32:04Z", "hours": 2.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "I added 3 sections being about me, projects and contact. It’s simple to understand and has a nice design.", "repo": "https://github.com/SpFerrari786/New-Website", "demo": "https://spferrari786.github.io/New-Website/"}]...
|
[{"post_id": 24803, "ts": "202 [{"post_id": 24803, "ts": "2026-07-08T16:34:33Z", "hours": 0.3708, "text": "Updated changes: 1. The email link now works 2. The “Learn mode” hyperlinks are fully working to my Github Page 3. ReadMe had more detail"}, {"post_id": 24762, "ts": "2026-07-08T15:28:19Z", "hours": 0.6214, "text": "My own website, finally finished and published!"}, {"post_id": 24219, "ts": "2026-07-07T17:12:36Z", "hours": 0.9039, "text": "I have added the links to my website and started the UI using the CSS. Still a long way to go, I’m enjoying this!"}]...
|
Title: My own site! by @SpOnCars | Stardance
Devl Title: My own site! by @SpOnCars | Stardance
Devlogs:
I have added the links to my website and started the UI using the CSS. Still a long way to go, I’m enjoying this!
My own website, finally finished and published!
Updated changes: 1. The email link now works 2. The “Learn mode” hyperlinks are fully working to my Github Page 3. ReadMe had more detail
Ships:
I added 3 sections being about me, projects and contact. It’s simple to understand and has a nice design.
This website was made for HackClub, and is a simple website to show my work. I will update this will all my projects soon, but for now I have my JS calculator and website github links added. I am using HTML and CSS to create this website Improvements Made: The email link now works The “Learn mode” hyperlinks are fully working to my Github Page ReadMe had more detail...
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1793084214.937015
|
1793170614.937015
|
|
32216
|
My very own WebOS by @yayabskt | Stardance
|
yayabskt
|
2
|
34.08
|
10
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T12:39:38Z", "hours": 1.0, "multiplier": 10.26, "payout": 10, "blessing": "neutral", "text": "i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I’VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (“GO BEYOND PLUS ULTRA”💫✨ the little quote in the top bar is an “my hero acadamy” ref, it’s like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i’m also proud because i learn how to use git hub desktop and git hub pages (i don’t know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it’s no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: this os as a welcome page a fake note app a music app a cyberpunk look! and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )", "repo": "https://github.com/ysxaybarroso-ux/yaya-os", "demo": "https://ysxaybarroso-ux.github.io/yaya-os/static/html/index.html"}, {"ship_num": 2, "ts": "2026-07-12T01:26:25Z", "hours": 24.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I'VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (\"GO BEYOND PLUS ULTRA\"💫✨ the little quote in the top bar is an \"my hero acadamy\" ref, it's like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i'm also proud because i learn how to use git hub desktop and git hub pages (i don't know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it's no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: - this os as a welcome page - a fake not app - a music app - a cyberpunk look! - and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )", "repo": "https://github.com/ysxaybarroso-ux/yaya-os", "demo": "https://ysxaybarroso-ux.github.io/yaya-os/static/html/index.html"}]...
|
[{"post_id": 65599, "ts": "202 [{"post_id": 65599, "ts": "2026-09-10T20:46:00Z", "hours": 5.0192, "text": "heyyy it’s been a whileeeee recently i’m quite busy but i’m here to log old hour and so what i have done for thee 5h i start the animation at the start and got some strughlle and then i also try to fix the message app but it still in progress so not big thing only fixing debuging but the web site is on the old version till i finish this one !! have a good dayyy and enjoyyy lifee see you next timeee!!!"}, {"post_id": 27687, "ts": "2026-07-13T14:01:07Z", "hours": 4.0569, "text": "my top new OS DEV LOG #12 Hello this might been a while hehe i have work and 2thing in my os : first of all i implemented the famous localStorage for the note app and make it look a way more stilized. I also implemanted 2 new button -delete note - edit note these make the experience better and make it usable in every day life (yippie) for this a just use the splice(i(index of the thing that will be change ), 1(only this note, newNote(the new content) method if you edit. And push if you had a new one note ––––––––––––––––––––––––––then i’ve work on the message app i make my account on fire base and set un my program with fire code (i use claude to help me understand how to set up) then i’ve made the page look like cyberpunk in game messagerie! and i prepare the account button so like i said i’m starting implementing a auth parameter i still wondering if i would make one for the whole page or one only for the message (as if i make one for the whole page i’m free to implement new app with auth and without remaking the aut thing then i hope you will love experience and play the moon or jazz playlist in the musics app! ;)"}, {"post_id": 27131, "ts": "2026-07-12T12:38:00Z", "hours": 0.5167, "text": "i’m making the note editable and deletable heheh"}, {"post_id": 26968, "ts": "2026-07-12T02:10:24Z", "hours": 0.4844, "text": "DEV LOG #11 i don’t why i have to post because the program don’t understand that i’ve made dev log before trying to ship btw i’m starting the note app i’m using localestorage"}, {"post_id": 26936, "ts": "2026-07-12T00:47:44Z", "hours": 2.0942, "text": "DEV LOG#10 i’ve fix the setting menus and the loop music (also the playlist system in fact after the music it wasn’t reading the rest of the playlist … i forgot ) now everything is okay"}, {"post_id": 26845, "ts": "2026-07-11T21:22:13Z", "hours": 1.6344, "text": "DEV LOG #09 i’ve finally finish the music app yeahhhhhh iif you propose no copyright song i will add them / the next step is an work not app ( and if i succes learning how to do a realchat app and MAYBE…NOT SURE a map app or a mini game I LOVE MAKE GAMES IN MY PROJECTS!!!) i finaly understand a bit git hub to post the demo and ect HOOOO NOO I FORGOT i have to make the repeat button and the parameter working TT THIS IS THE NEXT STEP!!!"}, {"post_id": 26336, "ts": "2026-07-11T02:08:14Z", "hours": 4.1733, "text": "DEV LOG#08 i’m trying to improve the look with “border-image” i’m also reaching the final version on my music app only a view look to set (i will add music no copyright if you give me some ideas)"}, {"post_id": 25644, "ts": "2026-07-10T01:43:21Z", "hours": 4.0392, "text": "DEV LOG#07 i’m making a radio app with playlist!!! i also change the header (it was time) and i’m step by step changing some little details in the look that is only decorative but in found it quite use full for my radio app i prepare the playlist un js next step it’s to make the ap look with and then i will add some little nois lique changing the radio make a little scratch or mouseover some element it wil make a little clic like some cyberpunk sound un the menu"}, {"post_id": 25024, "ts": "2026-07-08T23:13:03Z", "hours": 3.2472, "text": "DEV LOG #06 i’m making the note app i will try to make it editable for user like a real one but now i’m very tired the tuto was hard to follow"}, {"post_id": 24852, "ts": "2026-07-08T18:09:26Z", "hours": 2.3606, "text": "DEV LOG #05 i’ve finally make my first window closing and openning up with a change of color for some text"}, {"post_id": 24765, "ts": "2026-07-08T15:32:08Z", "hours": 2.7617, "text": "DEV LOG #04 in making the outside window and i finally make the vs code ide look (quite messy i have a trouble doing it) i have a animted background theme cyberpunk"}, {"post_id": 24634, "ts": "2026-07-08T11:06:04Z", "hours": 1.6814, "text": "DEV LOG#03 i’m trying to make the vs code ide looks"}, {"post_id": 24402, "ts": "2026-07-07T22:45:06Z", "hours": 0.8692, "text": "DEV LOG#02 i’m trying to make it loo like code in vs code"}, {"post_id": 24295, "ts": "2026-07-07T19:30:32Z", "hours": 0.9594, "text": "DEV LOG #01 styling and following the tuto TT (i already know a lot about css and js but it’s a great time to review my knowledge)"}]...
|
Title: My very own WebOS by @yayabskt | Stardance
Title: My very own WebOS by @yayabskt | Stardance
Devlogs:
DEV LOG #01 styling and following the tuto TT (i already know a lot about css and js but it’s a great time to review my knowledge)
DEV LOG#02 i’m trying to make it loo like code in vs code
DEV LOG#03 i’m trying to make the vs code ide looks
DEV LOG #04 in making the outside window and i finally make the vs code ide look (quite messy i have a trouble doing it) i have a animted background theme cyberpunk
DEV LOG #05 i’ve finally make my first window closing and openning up with a change of color for some text
DEV LOG #06 i’m making the note app i will try to make it editable for user like a real one but now i’m very tired the tuto was hard to follow
DEV LOG#07 i’m making a radio app with playlist!!! i also change the header (it was time) and i’m step by step changing some little details in the look that is only decorative but in found it quite use full for my radio app i prepare the playlist un js next step it’s to make the ap look with and then i will add some little nois lique changing the radio make a little scratch or mouseover some element it wil make a little clic like some cyberpunk sound un the menu
DEV LOG#08 i’m trying to improve the look with “border-image” i’m also reaching the final version on my music app only a view look to set (i will add music no copyright if you give me some ideas)
DEV LOG #09 i’ve finally finish the music app yeahhhhhh iif you propose no copyright song i will add them / the next step is an work not app ( and if i succes learning how to do a realchat app and MAYBE…NOT SURE a map app or a mini game I LOVE MAKE GAMES IN MY PROJECTS!!!) i finaly understand a bit git hub to post the demo and ect HOOOO NOO I FORGOT i have to make the repeat button and the parameter working TT THIS IS THE NEXT STEP!!!
DEV LOG#10 i’ve fix the setting menus and the loop music (also the playlist system in fact after the music it wasn’t reading the rest of the playlist … i forgot ) now everything is okay
DEV LOG #11 i don’t why i have to post because the program don’t understand that i’ve made dev log before trying to ship btw i’m starting the note app i’m using localestorage
i’m making the note editable and deletable heheh
my top new OS DEV LOG #12 Hello this might been a while hehe i have work and 2thing in my os : first of all i implemented the famous localStorage for the note app and make it look a way more stilized. I also implemanted 2 new button -delete note - edit note these make the experience better and make it usable in every day life (yippie) for this a just use the splice(i(index of the thing that will be change ), 1(only this note, newNote(the new content) method if you edit. And push if you had a new one note ––––––––––––––––––––––––––then i’ve work on the message app i make my account on fire base and set un my program with fire code (i use claude to help me understand how to set up) then i’ve made the page look like cyberpunk in game messagerie! and i prepare the account button so like i said i’m starting implementing a auth parameter i still wondering if i would make one for the whole page or one only for the message (as if i make one for the whole page i’m free to implement new app with auth and without remaking the aut thing then i hope you will love experience and play the moon or jazz playlist in the musics app! ;)
heyyy it’s been a whileeeee recently i’m quite busy but i’m here to log old hour and so what i have done for thee 5h i start the animation at the start and got some strughlle and then i also try to fix the message app but it still in progress so not big thing only fixing debuging but the web site is on the old version till i finish this one !! have a good dayyy and enjoyyy lifee see you next timeee!!!
Ships:
i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I'VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! ("GO BEYOND PLUS ULTRA"💫✨ the little quote in the top bar is an "my hero acadamy" ref, it's like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i'm also proud because i learn how to use git hub desktop and git hub pages (i don't know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it's no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: - this os as a welcome page - a fake not app - a music app - a cyberpunk look! - and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )
i’ve make my first ever OS i never touch js in my life apart to make a little game for my friend! so it was a brand new journey💫 i only use ia to explain me some thing about js (like a teacher), I’VE MAKE ALL THE SITE (yippie 💫) i’m quite proud for this achivement moreover the music app is like my baby I LOVE IT!! With the setting to loop or the menu i find it so great.. but i know i still have a lot to learn! ! (“GO BEYOND PLUS ULTRA”💫✨ the little quote in the top bar is an “my hero acadamy” ref, it’s like outpass your limit keep learning and become stronger!💪) the OS is made in a cyberpunk theme as i love the serie! and even if i don’t have the hardware to play i watch a lot of gameplay of the game! i will try add thing like in the game for the future (map or mini game). i’m also proud because i learn how to use git hub desktop and git hub pages (i don’t know everything BUT i know my way around👀) it will be use full for all my future project! this os is for me the start of a journey because before the only thing i do is unity and coding an esp32. i hope you will listen to the playlist (even if it’s no copyright music so not the best of this world i agree ) and if you know some no copyright music give me some! ✨ to recap: this os as a welcome page a fake note app a music app a cyberpunk look! and a big potnetial that can be held by advice⋆˚꩜。 p.s : i really want to make something people find a way to use so if you have app recommandation or anything i love to learn by other advices and improve, i would love to have the level to understand backend and api so i would make great app but unfortunatly i try to use these, it was a big fail 😭 ദ്ദി ༎ຶ‿༎ຶ )...
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Cozy cafè demo by @dragoncat404 | Stardance
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dragoncat404
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2
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69.0
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623
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-07T20:10:23Z", "hours": 34.0, "multiplier": 5.4, "payout": 183, "blessing": "neutral", "text": "Hi, this is the second ship for my game cozy cafe. This version adds a lot of features, and bug fixes, altough it’s more boring compared to the last one because of some drastic changes I made that will benefit the game in the next version. The most challenging thing in this version was making the shift system that makes the player able to play the game for an undefined amount of time. The most time consuming thing to do was the new drink since the way I made drinks work sucks, it’s very unnecessary complicated. The thing I’m very proud of is the end of shift summary sequence and the drawing, I can’t even describe with words how much I’m proud of it (especially the drawing) Before you play the project and rate it you should know that I’m aware that the game-loop is boring, in the next version I’m gonna change the game loop so that your view is from behing the counter and change a lot of things (kinda like in great pizza good pizza). If you would like to leave feedback of any kind like what you would like to see in the next version, suggestion on new drinks or upgrades feel free to tell them I’ll try to implement all of them as best as I can. In the next version I’m gonna try to also do a tutorial but I can’t promise anything. I don’t have any screenshots that can represent the project in action, so here you go the GIF from github and a picture of cozy, the games mascot", "repo": "https://github.com/Dragon-cat98/Cozy-cafe-demo", "demo": "https://dragoncat420.itch.io/cozy-cafe-demo"}, {"ship_num": 2, "ts": "2026-08-04T18:54:08Z", "hours": 35.0, "multiplier": 12.47, "payout": 440, "blessing": "neutral", "text": "I made a cozy game where you manage a coffe shop in the forest. The most challenging part of making the game was the coffe making mechanic and everything related to it, because there was a lot of problems and there weren’t many tutorials that were useful, so I had to think of ideas and re-think those ideas when they didn’t work. The thing I’m the most proud of is the game art since I’m not the best at drawing, and I think it turned out really well, but the main menu Background is my favourite that I made. This game is a demo and has a really short gameplay(10 min), for the next version I have a lot of things I want to add they’re all written in my notebook, and since the core mechanics are already made adding new features is gonna be easier. The project can be both played in browser on itch.io and be downloaded on itch.io(the instructions on how to install are both on itch and the github readme). Since the controls are mouse and click it can be kinda played on mobile, just that the resolution isn’t made for mobile, but it’s playable", "repo": "https://github.com/Dragon-cat98/Cozy-cafe-demo", "demo": "https://dragoncat420.itch.io/cozy-cafe-demo"}]...
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[{"post_id": 63765, "ts": "202 [{"post_id": 63765, "ts": "2026-09-07T18:42:17Z", "hours": 3.6419, "text": "Hey everyone, this is the last devlog before shipping the project for the second time. Since last time I’ve done some touch ups like Making some art for the game like the lock so that people understand that it’s locked behind the completion of day 2 Changing the “¥” symbol with a custom made icon Adding the description to the Items in the shop ecc. fixed a bug where the fade in and out effect for starting a new shift would be way too long fixed all the minor bugs that we’re making the playing the uncomfortable had to disable the custom cursor because it would look giant in the actual build of the game And that should be it, I may have forgot something but please forgive me, I finished my notebook where I would write down all the stuff I did Thanks everyone for the support, I can’t wait to rebuild the new gameloop"}, {"post_id": 62376, "ts": "2026-09-05T18:21:25Z", "hours": 9.6569, "text": "Hey Everyone! you might already hev guessed it, The 10 hour limit is very close so I’m making a devlog. things done since last one finished making the shift system in it’s entirety(even if it’s still a bit buggy) the shift system also resets the customers position I’m adding a shop for after the shift where you can buy the drinks and upgrades upgrades and drink upgrades have been moved to the shop (I know it’s a drastic decision but I’ll explain why at the end) I made the art for the end of the shift summary, I’m super proud of it it looks way too good I locked the Orange juice behind the completition of day 2 made the start new shift system I’ve also fixed some leftover bugs from the time system of the shift system done the fade in fade out effect, that I need to tweeak because in some areas it takes too much time explanations I’ve moved the upgrades to the new shop area because after I ship the new version I’ll rework completely the gameplay, if anyone has ever played good pizza, great pizza is going to be familiar with the gameplay, I’ll change the look of it so that you see behing the counter, this is going to make the game way easier to manage and more fun, since this way the customer are going to be a lot easier to implement, and the drink making process is going to be more fun. Hope you’ll understand my decision, I’ve spoken to my friend that also does game dev and he said it’s a good idea. Now the gameplay is more boring? sure but in the next ship it’s going to be (hopefully) a completely different game P.S. the videos aren’t everything I added."}, {"post_id": 58834, "ts": "2026-08-31T12:42:53Z", "hours": 9.4953, "text": "Hey everybody, Sorry if I again went on radio silence but I was partecipating in the brackey game jam 2026.2 with jame gam. Anyways as always I’m being forced to post because of the 10 hour limit so some things are WIP what I’ve done I’ve read the feedback from the ship and a lot of people wanted a tutorial at the start, for now I can’t do that since the game is still in rough shape , but I added a tooltip so that people hopefully understand better how to play Now I’ve got some bad news, in this version I won’t be able to add the custom music changer I talked about in the last devlog, simply because it’s very hard and I couldn’t find any useful tutorials, hopefully in the next version I’ll be able to add it, I’ve like spent 3 hours searching ways to do it but I can’t figure it out I’m adding a shift system where you complete the day and it gives you all the statistics of the day, and maybe I’ll re-work the upgrade feature so that you can upgrade only after the shift ends and maybe add something like rush hour at certain hours, but to do that I’ll need to rework hoe the customers work thanks for the feedback I want to say thank you to all the people that gave feedback to the game I’ll try implementing your feedback, and also thanks for all the comoliments for the game I appreciate it very much Now I’m going back to work see you in the next devlog"}, {"post_id": 45382, "ts": "2026-08-11T19:59:49Z", "hours": 2.2286, "text": "After the last devlog I’ve finished the new drink feature and done some other things, so here’s what Changed: I’ve finished the New drink feature and implemented it with the game I’ve finished the menu where you have to purchase the drinks before having the option to make them, when I’ll add new drinks I’ll put having purchased the previous drink as a requirement to unlock the next one I’ve added a custom cursor I’ve solved the bug where when you dragged an object the object would’nt follow the cursor exactly and would just fly forward, turns out the canvas that was being used was changing into the wrong one since it was manually put in, I’ve changed it to automatically assign the canvas now at the start the kitchen is empty and by purchasing the coffe drink that makes appear the utensils to make coffe Now the next thing to implement is more SFX and other kinds of tracks , I’ll be adding something cool to change the music that’s playing and give the option to import songs to play, this will be the next feature along with some UI improvements like some animations for the menus . I won’t tell yet what the thing to change the music is, because first I want to see if it’s doable Anyways I wont’t be able to work on the game for a few days, because I’ll be away from home and won’t have internet access, but I’ll be doing some redesigns of the game art on my sketchbook during the time being and also researching if the feature can be done."}, {"post_id": 45114, "ts": "2026-08-11T12:13:00Z", "hours": 8.9111, "text": "I’m being forced to post because of the 10h limit this is still work in progress For now since the last post I’ve done: The new drink with all the filling and serving functions Added the new drink as a possible order for the customer added a menu where you purchase the new drinks added a dropdown to select the drink you want to make As I expected adding the new features with the core game logic already done is much easier, I stilll run into bugs but I fix them way more easily, after finishing implementing the drink feature I think I’ll improve the UI, but after that I have to decide on what to do since I do have an idea but I don’t know how long it will take to add and if it’s even worth it, anyway I’ll go back to finishing the new feature"}, {"post_id": 40854, "ts": "2026-08-04T17:20:31Z", "hours": 4.6403, "text": "Hey everyone this is the last devlog of the demo for cozy cafe because the demo version is finished. The last things that I’ve done before finishing it were: -solving some leftover minor bugs -Fixed the random customer skin change because the one customer would have the same skin as the other customer -I’ve made the main menu for the game -I’ve added music to the game -I’ve adde an SFX for when the customers pay For the next version of the game I’ve got a lot of ideas wrote in my notebook, and since the core logic of the game has already been made, these additions should be easy to add, since most of them are visual changes and adding features to already existing mechanics"}, {"post_id": 36471, "ts": "2026-07-28T16:36:15Z", "hours": 9.8586, "text": "Hi everyone, sorry for the radio silence but I was perticipating in the GMTK2026. I’m being forced to post because of the 10h limit, I’ve done a lot of things since the last devlog. I’ve: -Done the core game mechanic of preparing the coffes -Done a LOT of game art, I think I finished all the art for now -I fixed the leftover bugs, now the current version is bug free (I think), they were a lot and many were time consuming -I implemented a random skin change for the customer so that the customer doesn’t feel repetitive I know I’ve said I’ve done a lot of things, but the great majority of the things done were bug fixes and it would take a lot to list them all"}, {"post_id": 30247, "ts": "2026-07-17T17:48:45Z", "hours": 9.6956, "text": "In the last few days I focused on Adding one of the core features of the game and also solving problems about UI and code not collaborating: -I added the new feature that I’ll be expanding in the next few days, for now you prepare the coffes by clicking the button then take the coffes and drag them with the mouse to the white square that sends them to the shelf and increases the counter, by using the third upgrade you can increase the amount of coffes you can make and have on the shelf at the same time, in the next days I’ll be focusing on making art for the game -I drew and added the new coffe shop art -I added a drag&drop system for the kitchen panel -Added the third upgrade with it’s related info, and added real time upgrade prices in the info panel -While making the kitchen panel feature I ran in a logic problem that afer a lot of hours spent trying many ways to fix it, I had to ask claude to help me fix it, the AI actually came up with a genius solution to the problem since my logic for the bool variable was a total mess that I don’t even know how it got so messy -I fixed a bug where if both customers where near the shop you could only serve the one on the right, it was a simple fix, the two canvas where only overlapping eachother -I had to give up the idea of the coffes directly moving on the shelf after preparing them because of transform issues, and use a coffe counter that’s displayed on the shelf, however I like how it turned out -I changed the font to one that Augie from jame gam made, I think it turned out great -It might look like I didn’t do much for having 9h for this devlog, but I swear the problems where mainly caused by addding the new features because the UI just wouldn’t collaborate I geniuenely spent half of the logged time triying to make it work,in the end I asked claude for help and he came up with a genius solution(in my opinion). As I said earlier, I also spent a lot of time triying to make the phisical coffes appear on the shelf but I think the solution i found withe the counetr is better."}, {"post_id": 26822, "ts": "2026-07-11T20:43:58Z", "hours": 2.5356, "text": "Hi everyone, Today I again focused on the UI: -I gave text to the upgrade buttons by giving information on what levek they where, I also made (in my opinion) a pretty good sistem for changingthe level etxt as you upgarde -I added a button that gives information about what each upgrade does, in the future I want show the information by just hovering over the upgrade button -I implemented a feature that my friend suggested, when customers are leaving, above their heads gets displayed how much they’ve payed, this feature wasn’t too easy to program, because I again had to find a way for the game to know when the customer was leaving, but I always haev fun programming these things because I learn a lot of ways, like the fact that if you use a while() loop in the update function, when you press play unity freezes, anyway that wasn’t the real issue, the real issue is that while wanting to delete a gameobject taht I didn’t need, I accidentally deleted the SCRIPTS FOLDER, I panicked when I saw the message and I clicked “cancel” but it was too late, after failing at trying to save the files that I had in VS code, I was about to go retrieve my github code and lose hours of todays progress + hours setting up again the scripts, but then I remembered that if you delete something in unity on windows, the thing doesn’t get totally deleted but goes to the trash bin, so I went to the trash bin with hope and succeded, I restored the folder and magically in unity everything went back to it’s original position, I think I lost 10 years of life by this problem -On the good side I found a super cool font made by Augie from hackclub, she’s the one that runs tha jame gam on slack"}, {"post_id": 26194, "ts": "2026-07-10T21:06:53Z", "hours": 2.7431, "text": "Today i focused on improving the games UI: -I fixed the problem of the ballon by using a UI image and changing it’s sprite(before i has the ballon sprite like a normal game object, to be honest it didn’t take as much as I thought it would to fix this) -The most time was spent making the second upgrade work, because it was a pain understanding the logic to implement the upgrade, wich shortens the time of customers arriving, but it was actually very fun implementig this upgrade bevause I had to think of workarounds around the problems that were coming up -quick side note: in the first devlog i was saying how cool it was VS code autocompletition, quick update it’s starting to piss me off because it’s suggestions aren’t very helpful when i’m implementing totally new features -I added a pause button, wich wasn’t really simple but it’s because I kept getting distracted when setting it up in the UI -added a window that opens and shows a red panel, tomorrow I’ll tell what’s it for -lastly I sent my friend a quick demo to playtest so he can give me some ideas, best decison ever, he gave me some amazing suggestions and gave me inspiration for some other ideas, I did it because I didn’t know what else to add, I hope tomorrow I’ll be able to add some of the ideas"}, {"post_id": 25508, "ts": "2026-07-09T20:30:43Z", "hours": 3.6728, "text": "Today I: -added UI that displays the amount of money you have -Added a very simple ballon that displays a button wich makes you serve the customer -Added one upgrade that increases the money you get from selling, when adding this the panel behind the button kept disappearing when serving the customers, and then I freaked out because the customers weren’t moving after the order, i spent something like 45-50 minutes trying to understand why, in the end somehow the panel of the upgrade somehow ended up in the gamemanagers code, where it should have been the customers ballon panel -added a limit to the amount you could upgrade the shop -then I spent like 30 minutes trying to make a second customer, using the same script as the first one, in the and I made a new script because the previous script was connected to the other scripts and it would have taken too long to do rather than a new script(wich still took long to setup with the other logic in the game), but in the future I hope to find a way to optimize creating new customers by making it easier -after like an hour of me starting todays work when setting up the ballons and trying them by running some playtests, I ran into the most timewasting problem I’ve encountered for now, wich was so stupid but at the same time so frustrating, during the playtests when changing the game window size evrything going out of place especially the buttons and the ballon, I spent most of the time trying what was the problem then I realized that I didn’t change the canvas scale mode to “scale eith screen size”, it doesn’t need to eb said that I felt very dumb after that(I still don’t know why but the ballon + the button still give me problems) -in the next devlog I hope to: fix the ballon problem and to improve it, complete the upgrade list by adding at least 2/3 upgrades"}, {"post_id": 24863, "ts": "2026-07-08T18:30:08Z", "hours": 2.1375, "text": "-Did basic customer logic -Spent 30 minutes trying to understand why the collision trigger didn’t work, discovered that i also needed at least 1 rigidbody 2D -Discovered better ways to exchange data between scripts -Was surprised about how accurate is Visual Studio code auto completition -Unfortunately I only did only the customer basic logic(very basic) because of the time it took to fix all the errors and functions -Next devlog I hope to add a UI that displays Data and implement the game loop by adding upgrades"}]...
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Title: Cozy cafè demo by @dragoncat404 | Stardance Title: Cozy cafè demo by @dragoncat404 | Stardance
Devlogs:
-Did basic customer logic -Spent 30 minutes trying to understand why the collision trigger didn’t work, discovered that i also needed at least 1 rigidbody 2D -Discovered better ways to exchange data between scripts -Was surprised about how accurate is Visual Studio code auto completition -Unfortunately I only did only the customer basic logic(very basic) because of the time it took to fix all the errors and functions -Next devlog I hope to add a UI that displays Data and implement the game loop by adding upgrades
Today I: -added UI that displays the amount of money you have -Added a very simple ballon that displays a button wich makes you serve the customer -Added one upgrade that increases the money you get from selling, when adding this the panel behind the button kept disappearing when serving the customers, and then I freaked out because the customers weren’t moving after the order, i spent something like 45-50 minutes trying to understand why, in the end somehow the panel of the upgrade somehow ended up in the gamemanagers code, where it should have been the customers ballon panel -added a limit to the amount you could upgrade the shop -then I spent like 30 minutes trying to make a second customer, using the same script as the first one, in the and I made a new script because the previous script was connected to the other scripts and it would have taken too long to do rather than a new script(wich still took long to setup with the other logic in the game), but in the future I hope to find a way to optimize creating new customers by making it easier -after like an hour of me starting todays work when setting up the ballons and trying them by running some playtests, I ran into the most timewasting problem I’ve encountered for now, wich was so stupid but at the same time so frustrating, during the playtests when changing the game window size evrything going out of place especially the buttons and the ballon, I spent most of the time trying what was the problem then I realized that I didn’t change the canvas scale mode to “scale eith screen size”, it doesn’t need to eb said that I felt very dumb after that(I still don’t know why but the ballon + the button still give me problems) -in the next devlog I hope to: fix the ballon problem and to improve it, complete the upgrade list by adding at least 2/3 upgrades
Today i focused on improving the games UI: -I fixed the problem of the ballon by using a UI image and changing it’s sprite(before i has the ballon sprite like a normal game object, to be honest it didn’t take as much as I thought it would to fix this) -The most time was spent making the second upgrade work, because it was a pain understanding the logic to implement the upgrade, wich shortens the time of customers arriving, but it was actually very fun implementig this upgrade bevause I had to think of workarounds around the problems that were coming up -quick side note: in the first devlog i was saying how cool it was VS code autocompletition, quick update it’s starting to piss me off because it’s suggestions aren’t very helpful when i’m implementing totally new features -I added a pause button, wich wasn’t really simple but it’s because I kept getting distracted when setting it up in the UI -added a window that opens and shows a red panel, tomorrow I’ll tell what’s it for -lastly I sent my friend a quick demo to playtest so he can give me some ideas, best decison ever, he gave me some amazing suggestions and gave me inspiration for some other ideas, I did it because I didn’t know what else to add, I hope tomorrow I’ll be able to add some of the ideas
Hi everyone, Today I again focused on the UI: -I gave text to the upgrade buttons by giving information on what levek they where, I also made (in my opinion) a pretty good sistem for changingthe level etxt as you upgarde -I added a button that gives information about what each upgrade does, in the future I want show the information by just hovering over the upgrade button -I implemented a feature that my friend suggested, when customers are leaving, above their heads gets displayed how much they’ve payed, this feature wasn’t too easy to program, because I again had to find a way for the game to know when the customer was leaving, but I always haev fun programming these things because I learn a lot of ways, like the fact that if you use a while() loop in the update function, when you press play unity freezes, anyway that wasn’t the real issue, the real issue is that while wanting to delete a gameobject taht I didn’t need, I accidentally deleted the SCRIPTS FOLDER, I panicked when I saw the message and I clicked “cancel” but it was too late, after failing at trying to save the files that I had in VS code, I was about to go retrieve my github code and lose hours of todays progress + hours setting up again the scripts, but then I remembered that if you delete something in unity on windows, the thing doesn’t get totally deleted but goes to the trash bin, so I went to the trash bin with hope and succeded, I restored the folder and magically in unity everything went back to it’s original position, I think I lost 10 years of life by this problem -On the good side I found a super cool font made by Augie from hackclub, she’s the one that runs tha jame gam on slack
In the last few days I focused on Adding one of the core features of the game and also solving problems about UI and code not collaborating: -I added the new feature that I’ll be expanding in the next few days, for now you prepare the coffes by clicking the button then take the coffes and drag them with the mouse to the white square that sends them to the shelf and increases the counter, by using the third upgrade you can increase the amount of coffes you can make and have on the shelf at the same time, in the next days I’ll be focusing on making art for the game -I drew and added the new coffe shop art -I added a drag&drop system for the kitchen panel -Added the third upgrade with it’s related info, and added real time upgrade prices in the info panel -While making the kitchen panel feature I ran in a logic problem that afer a lot of hours spent trying many ways to fix it, I had to ask claude to help me fix it, the AI actually came up with a genius solution to the problem since my logic for the bool variable was a total mess that I don’t even know how it got so messy -I fixed a bug where if both customers where near the shop you could only serve the one on the right, it was a simple fix, the two canvas where only overlapping eachother -I had to give up the idea of the coffes directly moving on the shelf after preparing them because of transform issues, and use a coffe counter that’s displayed on the shelf, however I like how it turned out -I changed the font to one that Augie from jame gam made, I think it turned out great -It might look like I didn’t do much for having 9h for this devlog, but I swear the problems where mainly caused by addding the new features because the UI just wouldn’t collaborate I geniuenely spent half of the logged time triying to make it work,in the end I asked claude for help and he came up with a genius solution(in my opinion). As I said earlier, I also spent a lot of time triying to make the phisical coffes appear on the shelf but I think the solution i found withe the counetr is better.
Hi everyone, sorry for the radio silence but I was perticipating in the GMTK2026. I’m being forced to post because of the 10h limit, I’ve done a lot of things since the last devlog. I’ve: -Done the core game mechanic of preparing the coffes -Done a LOT of game art, I think I finished all the art for now -I fixed the leftover bugs, now the current version is bug free (I think), they were a lot and many were time consuming -I implemented a random skin change for the customer so that the customer doesn’t feel repetitive I know I’ve said I’ve done a lot of things, but the great majority of the things done were bug fixes and it would take a lot to list them all
Hey everyone this is the last devlog of the demo for cozy cafe because the demo version is finished. The last things that I’ve done before finishing it were: -solving some leftover minor bugs -Fixed the random customer skin change because the one customer would have the same skin as the other customer -I’ve made the main menu for the game -I’ve added music to the game -I’ve adde an SFX for when the customers pay For the next version of the game I’ve got a lot of ideas wrote in my notebook, and since the core logic of the game has already been made, these additions should be easy to add, since most of them are visual changes and adding features to already existing mechanics
I’m being forced to post because of the 10h limit this is still work in progress For now since the last post I’ve done: The new drink with all the filling and serving functions Added the new drink as a possible order for the customer added a menu where you purchase the new drinks added a dropdown to select the drink you want to make As I expected adding the new features with the core game logic already done is much easier, I stilll run into bugs but I fix them way more easily, after finishing implementing the drink feature I think I’ll improve the UI, but after that I have to decide on what to do since I do have an idea but I don’t know how long it will take to add and if it’s even worth it, anyway I’ll go back to finishing the new feature
After the last devlog I’ve finished the new drink feature and done some other things, so here’s what Changed: I’ve finished the New drink feature and implemented it with the game I’ve finished the menu where you have to purchase the drinks before having the option to make them, when I’ll add new drinks I’ll put having purchased the previous drink as a requirement to unlock the next one I’ve added a custom cursor I’ve solved the bug where when you dragged an object the object would’nt follow the cursor exactly and would just fly forward, turns out the canvas that was being used was changing into the wrong one since it was manually put in, I’ve changed it to automatically assign the canvas now at the start the kitchen is empty and by purchasing the coffe drink that makes appear the utensils to make coffe Now the next thing to implement is more SFX and other kinds of tracks , I’ll be adding something cool to change the music that’s playing and give the option to import songs to play, this will be the next feature along with some UI improvements like some animations for the menus . I won’t tell yet what the thing to change the music is, because first I want to see if it’s doable Anyways I wont’t be able to work on the game for a few days, because I’ll be away from home and won’t have internet access, but I’ll be doing some redesigns of the game art on my sketchbook during the time being and also researching if the feature can be done.
Hey everybody, Sorry if I again went on radio silence but I was partecipating in the brackey game jam 2026.2 with jame gam. Anyways as always I’m being forced to post because of the 10 hour limit so some things are WIP what I’ve done I’ve read the feedback from the ship and a lot of people wanted a tutorial at the start, for now I can’t do that since the game is still in rough shape , but I added a tooltip so that people hopefully understand better how to play Now I’ve got some bad news, in this version I won’t be able to add the custom music changer I talked about in the last devlog, simply because it’s very hard and I couldn’t find any useful tutorials, hopefully in the next version I’ll be able to add it, I’ve like spent 3 hours searching ways to do it but I can’t figure it out I’m adding a shift system where you complete the day and it gives you all the statistics of the day, and maybe I’ll re-work the upgrade feature so that you can upgrade only after the shift ends and maybe add something like rush hour at certain hours, but to do that I’ll need to rework hoe the customers work thanks for the feedback I want to say thank you to all the people that gave feedback to the game I’ll try implementing your feedback, and also thanks for all the comoliments for the game I appreciate it very much Now I’m going back to work see you in the next devlog
Hey Everyone! you might already hev guessed it, The 10 hour limit is very close so I’m making a devlog. things done since last one finished making the shift system in it’s entirety(even if it’s still a bit buggy) the shift system also resets the customers position I’m adding a shop for after the shift where you can buy the drinks and upgrades upgrades and drink upgrades have been moved to the shop (I know it’s a drastic decision but I’ll explain why at the end) I made the art for the end of the shift summary, I’m super proud of it it looks way too good I locked the Orange juice behind the completition of day 2 made the start new shift system I’ve also fixed some leftover bugs from the time system of the shift system done the fade in fade out effect, that I need to tweeak because in some areas it takes too much time explanations I’ve moved the upgrades to the new shop area because after I ship the new version I’ll rework completely the gameplay, if anyone has ever played good pizza, great pizza is going to be familiar with the gameplay, I’ll change the look of it so that you see behing the counter, this is going to make the game way easier to manage and more fun, since this way the customer are going to be a lot easier to implement, and the drink making process is going to be more fun. Hope you’ll understand my decision, I’ve spoken to my friend that also does game dev and he said it’s a good idea. Now the gameplay is more boring? sure but in the next ship it’s going to be (hopefully) a completely different game P.S. the videos aren’t everything I added.
Hey everyone, this is the last devlog before shipping the project for the second time. Since last time I’ve done some touch ups like Making some art for the game like the lock so that people understand that it’s locked behind the completion of day 2 Changing the “¥” symbol with a custom made icon Adding the description to the Items in the shop ecc. fixed a bug where the fade in and out effect for starting a new shift would be way too long fixed all the minor bugs that we’re making the playing the uncomfortable had to disable the custom cursor because it would look giant in the actual build of the game And that should be it, I may have forgot something but please forgive me, I finished my notebook where I would write down all the stuff I did Thanks everyone for the support, I can’t wait to rebuild the new gameloop
Ships:
I made a cozy game where you manage a coffe shop in the forest. The most challenging part of making the game was the coffe making mechanic and everything related to it, because there was a lot of problems and there weren’t many tutorials that were useful, so I had to think of ideas and re-think those ideas when they didn’t work. The thing I’m the most proud of is the game art since I’m not the best at drawing, and I think it turned out really well, but the main menu Background is my favourite that I made. This game is a demo and has a really short gameplay(10 min), for the next version I have a lot of things I want to add they’re all written in my notebook, and since the core mechanics are already made adding new features is gonna be easier. The project can be both played in browser on itch.io and be downloaded on itch.io(the instructions on how to install are both on itch and the github readme). Since the controls are mouse and click it can be kinda played on mobile, just that the resolution isn’t made for mobile, but it’s playable
Hi, this is the second ship for my game cozy cafe. This version adds a lot of features, and bug fixes, altough it’s more boring compared to the last one because of some drastic changes I made that will benefit the game in the next version. The most challenging thing in this version was making the shift system that makes the player able to play the game for an undefined amount of time. The most time consuming thing to do was the new drink since the way I made drinks work sucks, it’s very unnecessary complicated. The thing I’m very proud of is the end of shift summary sequence and the drawing, I can’t even describe with words how much I’m proud of it (especially the drawing) Before you play the project and rate it you should know that I’m aware that the game-loop is boring, in the next version I’m gonna change the game loop so that your view is from behing the counter and change a lot of things (kinda like in great pizza good pizza). If you would like to leave feedback of any kind like what you would like to see in the next version, suggestion on new drinks or upgrades feel free to tell them I’ll try to implement all of them as best as I can. In the next version I’m gonna try to also do a tutorial but I can’t promise anything. I don’t have any screenshots that can represent the project in action, so here you go the GIF from github and a picture of cozy, the games mascot...
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1793000828.7049277
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1793087228.7049277
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32295
|
My portfolio website by @Casanova | Stardance
|
Casanova
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2
|
0.0
|
0
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-12T15:18:20Z", "hours": 0.0, "multiplier": 1.54, "payout": 0, "blessing": "neutral", "text": "This is my website, I made it using html and CSS at first, but later added some JS to make nice animations. It has a homepage with some info about me, a projects page - where I showcase my proudest programming projects, and a contact page containing my contact information. I used AI to learn basics of JavaScript and some general tips for the architecture of the website. The hardest part was probably making up my mind as to how I want my projects to be displayed but in the end I decided that a simple 2-wide list would be sufficient for the current amount of content. The usage is self explanatory, the user can click each project to see it’s github page; if you want, you can test out the contact feature by sending an email to me… just sayin. also, the github readme of this website is also a readme of my entire github profile so I can’t really talk about the site itself there", "repo": "https://github.com/MalyszekTobias/MalyszekTobias", "demo": "https://malyszektobias.github.io/MalyszekTobias/"}, {"ship_num": 2, "ts": "2026-07-08T17:01:16Z", "hours": 0.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "This is my website, I made it using html and CSS at first, but later added some JS to make nice animations. It has a homepage with some info about me, a projects page - where I showcase my proudest programming projects, and a contact page containing my contact information. I used AI to learn basics of JavaScript and some general tips for the architecture of the website. The hardest part was probably making up my mind as to how I want my projects to be displayed but in the end I decided that a simple 2-wide list would be sufficient for the current amount of content. The usage is self explanatory, the user can click each project to see it’s github page; if you want, you can test out the contact feature by sending an email to me… just sayin. also, the github readme of this website is also a readme of my entire github profile so I can’t really talk about the site itself there", "repo": "https://github.com/MalyszekTobias/MalyszekTobias", "demo": "https://malyszektobias.github.io/MalyszekTobias/"}]...
|
[{"post_id": 27192, "ts": "202 [{"post_id": 27192, "ts": "2026-07-12T15:11:08Z", "hours": 0.2667, "text": "test, bc stardance is tweaking, if you want to see my actual project go to my profile"}, {"post_id": 24811, "ts": "2026-07-08T16:45:01Z", "hours": 0.4017, "text": "Just finished polishing my website, here’s the link: https://malyszektobias.github.io/MalyszekTobias/"}]...
|
Title: My portfolio website by @Casanova | Stardan Title: My portfolio website by @Casanova | Stardance
Devlogs:
Just finished polishing my website, here’s the link: https://malyszektobias.github.io/MalyszekTobias/
test, bc stardance is tweaking, if you want to see my actual project go to my profile
Ships:
This is my website, I made it using html and CSS at first, but later added some JS to make nice animations. It has a homepage with some info about me, a projects page - where I showcase my proudest programming projects, and a contact page containing my contact information. I used AI to learn basics of JavaScript and some general tips for the architecture of the website. The hardest part was probably making up my mind as to how I want my projects to be displayed but in the end I decided that a simple 2-wide list would be sufficient for the current amount of content. The usage is self explanatory, the user can click each project to see it’s github page; if you want, you can test out the contact feature by sending an email to me… just sayin. also, the github readme of this website is also a readme of my entire github profile so I can’t really talk about the site itself there
This is my website, I made it using html and CSS at first, but later added some JS to make nice animations. It has a homepage with some info about me, a projects page - where I showcase my proudest programming projects, and a contact page containing my contact information. I used AI to learn basics of JavaScript and some general tips for the architecture of the website. The hardest part was probably making up my mind as to how I want my projects to be displayed but in the end I decided that a simple 2-wide list would be sufficient for the current amount of content. The usage is self explanatory, the user can click each project to see it’s github page; if you want, you can test out the contact feature by sending an email to me… just sayin. also, the github readme of this website is also a readme of my entire github profile so I can’t really talk about the site itself there...
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1792994143.1141834
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1793080543.1141834
|
|
32303
|
BambuScribe by @animesh_varma | Stardance
|
animesh_varma
|
2
|
18.0
|
308
|
[{"ship_num": 1, "ts": "2026-1 [{"ship_num": 1, "ts": "2026-10-10T06:14:02Z", "hours": 11.0, "multiplier": 19.23, "payout": 202, "blessing": "neutral", "text": "And here we are with Ship #2 for BambuScribe (v2.0.0)!! ;D I was holding off on submitting this ship because I wanted to wait until the v2.0.0 announcement post on Reddit was at least a day old to let it breathe and see how the community responded (and the feedback has been great so far!). This update was a massive leap. The biggest challenge was turning BambuScribe from a strictly local Python setup into a completely serverless dual-mode web app powered by WebAssembly (Pyodide) on GitHub Pages! On top of the web deployment, I also built: 6 brand-new vector engines: Archimedean spirals (shown in the gif 2!), serpentine squiggles (shown in the gif 1!), centerline/skeleton thinning, flow field engraving, blue-noise stippling/TSP tours, and topographic contours. A path optimization pipeline: Sub-line-width RDP decimation, travel minimization, and gap stitching so the toolhead stops violently shaking and plots finish way faster. Dynamic clipping & safety: Paths now slice cleanly at bounding box boundaries instead of throwing errors, paired with strict G28 auto-homing enforcement. As you can tell in the attached GIF, my pen mount is Frankensteined together at this point (literally holding on for dear life :(). When I come back to BambuScribe after taking a little breather to focus on some of my other projects, designing a proper custom 3D printed pen mount is going to be my top priority. Until then, this will have to do! ;)", "repo": "https://github.com/Animesh-Varma/BambuScribe", "demo": "https://animesh-varma.github.io/BambuScribe/"}, {"ship_num": 2, "ts": "2026-07-13T14:03:03Z", "hours": 7.0, "multiplier": 14.74, "payout": 106, "blessing": "neutral", "text": "So long story short, I built BambuScribe; an open-source suite that safely turns your Bambu Lab printer into a precision 2D plotter without any slicer hacks! As for what was challenging, a considerable amount of time was spent on failed plots and fighting the printer. Getting the untethered plotting working was a massive battle because the printer flat-out refused to acknowledge that I sent it a .3mf file, so that was really something ;( But I am super proud of hunting down those bugs and optimizing the z-hops and travel so it now does everything at a nice speed and without random pauses! I am pushing v1.1.0 right now, and this will be my first ship of Stardance!!! ;D Anywho, if you want to test it out, you’ll need a Bambu A1 or A1 Mini, a 3D-printed pen mount (linked in the readme), and to enable LAN Only & Developer Mode in the printer. Just make sure your pen sits lower than the nozzle, set the bounding box, and flip your build plate so you don’t ruin your coating! (and BTW I got my A1 mini from hack club [through flavor town] :D)", "repo": "https://github.com/Animesh-Varma/BambuScribe", "demo": "https://animesh-varma.github.io/BambuScribe/"}]...
|
[{"post_id": 77861, "ts": "202 [{"post_id": 77861, "ts": "2026-10-08T15:54:50Z", "hours": 0.7322, "text": "Wohoooo!!! v2.0.0 is finally live!! I will ship it tomorrow, till then I will announce it on reddit! [the coderabbit suggestions were really something this time, it took me some time to understand and fix em :(] Edit: I forgot to mention the reason for the longg break, just had some family issues :(( But now its full speed ahead :D (after this I will be focusing on some of my other projects, so it is going to be stalled for around a month or soo)"}, {"post_id": 75300, "ts": "2026-09-29T17:54:29Z", "hours": 1.0031, "text": "Wohooo!! PR created successfully!! lets see what coderabbit has to say… [I will see that and make changes tomorrow, I hope it is’t too bad :(]"}, {"post_id": 75125, "ts": "2026-09-29T06:23:08Z", "hours": 0.7769, "text": "WOHOOOO!! I am finaly doneee, now for the dreaded part of the documentation, I will be back with the ship when it is done… for context I have the project live with the pyodide-worker on gihub pages"}, {"post_id": 74600, "ts": "2026-09-27T18:45:40Z", "hours": 6.0003, "text": "Did I take too long writing this log, yes, oh yes I did. But if you have been reading it has alwayes been a bumpy cadence :( Anyway, I have made many, many, many changes in the mean time, so many in fact that I dont have time to list them here. So you’ll have to read them in the Readme. Anyway, curuntly I am working on making Bambuscribe work on GitHub pages, so hope that works out well, the attached image is from all the algorythems I added in the hours (sorry for my grammar I am in a rush, and a family emergency to handle :( )"}, {"post_id": 36501, "ts": "2026-07-28T17:31:10Z", "hours": 1.9917, "text": "Wohaaa, so this was hectic… I had only had a very, very limited time to complete this update as my periodic tests start from tomorrow (hence the very minor bump). So this update was more or less a backend one where I just tied some loose ends here and there and added some little cosmetic updates (like a clear button for the images). My intention was also to add multi-color printing, but the time I had was far too little for that, but not for a lack of trying :( Anyway, I won’t be shipping it right now as it was just a minor update, so see you after my exams when I come around to pushing v1.2.0!!"}, {"post_id": 27655, "ts": "2026-07-13T12:50:30Z", "hours": 0.8694, "text": "So I spent the rest of the time hunting and fixing bugs in the PR (which were found by coderabbitai), this was the first PR and now we are at v1.1.0 ;D"}, {"post_id": 26673, "ts": "2026-07-11T16:41:17Z", "hours": 0.4961, "text": "Andd now I have optimized the zhops and the overall travel so it now does everything at the set speed and not just the pen strokes (and increased the max movement speed) [and I am pushing the V1.1.0 right now so this will me my first ship of Stardance!!!]]"}, {"post_id": 24309, "ts": "2026-07-07T20:00:28Z", "hours": 5.7922, "text": "So long story short, I forgot that I had to write a devlog ;( anywho, here it is, so I spent some time building Bambuscribe, you can understand what it does from the Readme and description (do note that the time logged is not the actual time I spent as a considerable amount was also spent on failed plots and fighting the printer and reading docs…) as for what I did now, after the v1.0.0 I have some change on my radar, the first one was to make the ploting autonomous and uploaded to the printer, that is what I just added, enjoy! (as for the challenges the printer refused to acknowledge that I sent it somthing, so that was really something)"}]...
|
Title: BambuScribe by @animesh_varma | Stardance
Title: BambuScribe by @animesh_varma | Stardance
Devlogs:
So long story short, I forgot that I had to write a devlog ;( anywho, here it is, so I spent some time building Bambuscribe, you can understand what it does from the Readme and description (do note that the time logged is not the actual time I spent as a considerable amount was also spent on failed plots and fighting the printer and reading docs…) as for what I did now, after the v1.0.0 I have some change on my radar, the first one was to make the ploting autonomous and uploaded to the printer, that is what I just added, enjoy! (as for the challenges the printer refused to acknowledge that I sent it somthing, so that was really something)
Andd now I have optimized the zhops and the overall travel so it now does everything at the set speed and not just the pen strokes (and increased the max movement speed) [and I am pushing the V1.1.0 right now so this will me my first ship of Stardance!!!]]
So I spent the rest of the time hunting and fixing bugs in the PR (which were found by coderabbitai), this was the first PR and now we are at v1.1.0 ;D
Wohaaa, so this was hectic… I had only had a very, very limited time to complete this update as my periodic tests start from tomorrow (hence the very minor bump). So this update was more or less a backend one where I just tied some loose ends here and there and added some little cosmetic updates (like a clear button for the images). My intention was also to add multi-color printing, but the time I had was far too little for that, but not for a lack of trying :( Anyway, I won’t be shipping it right now as it was just a minor update, so see you after my exams when I come around to pushing v1.2.0!!
Did I take too long writing this log, yes, oh yes I did. But if you have been reading it has alwayes been a bumpy cadence :( Anyway, I have made many, many, many changes in the mean time, so many in fact that I dont have time to list them here. So you’ll have to read them in the Readme. Anyway, curuntly I am working on making Bambuscribe work on GitHub pages, so hope that works out well, the attached image is from all the algorythems I added in the hours (sorry for my grammar I am in a rush, and a family emergency to handle :( )
WOHOOOO!! I am finaly doneee, now for the dreaded part of the documentation, I will be back with the ship when it is done… for context I have the project live with the pyodide-worker on gihub pages
Wohooo!! PR created successfully!! lets see what coderabbit has to say… [I will see that and make changes tomorrow, I hope it is’t too bad :(]
Wohoooo!!! v2.0.0 is finally live!! I will ship it tomorrow, till then I will announce it on reddit! [the coderabbit suggestions were really something this time, it took me some time to understand and fix em :(] Edit: I forgot to mention the reason for the longg break, just had some family issues :(( But now its full speed ahead :D (after this I will be focusing on some of my other projects, so it is going to be stalled for around a month or soo)
Ships:
So long story short, I built BambuScribe; an open-source suite that safely turns your Bambu Lab printer into a precision 2D plotter without any slicer hacks! As for what was challenging, a considerable amount of time was spent on failed plots and fighting the printer. Getting the untethered plotting working was a massive battle because the printer flat-out refused to acknowledge that I sent it a .3mf file, so that was really something ;( But I am super proud of hunting down those bugs and optimizing the z-hops and travel so it now does everything at a nice speed and without random pauses! I am pushing v1.1.0 right now, and this will be my first ship of Stardance!!! ;D Anywho, if you want to test it out, you’ll need a Bambu A1 or A1 Mini, a 3D-printed pen mount (linked in the readme), and to enable LAN Only & Developer Mode in the printer. Just make sure your pen sits lower than the nozzle, set the bounding box, and flip your build plate so you don’t ruin your coating! (and BTW I got my A1 mini from hack club [through flavor town] :D)
And here we are with Ship #2 for BambuScribe (v2.0.0)!! ;D I was holding off on submitting this ship because I wanted to wait until the v2.0.0 announcement post on Reddit was at least a day old to let it breathe and see how the community responded (and the feedback has been great so far!). This update was a massive leap. The biggest challenge was turning BambuScribe from a strictly local Python setup into a completely serverless dual-mode web app powered by WebAssembly (Pyodide) on GitHub Pages! On top of the web deployment, I also built: 6 brand-new vector engines: Archimedean spirals (shown in the gif 2!), serpentine squiggles (shown in the gif 1!), centerline/skeleton thinning, flow field engraving, blue-noise stippling/TSP tours, and topographic contours. A path optimization pipeline: Sub-line-width RDP decimation, travel minimization, and gap stitching so the toolhead stops violently shaking and plots finish way faster. Dynamic clipping & safety: Paths now slice cleanly at bounding box boundaries instead of throwing errors, paired with strict G28 auto-homing enforcement. As you can tell in the attached GIF, my pen mount is Frankensteined together at this point (literally holding on for dear life :(). When I come back to BambuScribe after taking a little breather to focus on some of my other projects, designing a proper custom 3D printed pen mount is going to be my top priority. Until then, this will have to do! ;)...
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1792990234.2545476
|
1793076634.2545476
|
|
32344
|
N-IDE by @Nanos | Stardance
|
Nanos
|
2
|
39.0
|
331
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T13:26:06Z", "hours": 11.0, "multiplier": 9.98, "payout": 100, "blessing": "neutral", "text": "Productivity & Editor Improvements This update focuses on improving the overall development workflow by adding new debugging, navigation, and editing features. Problems Panel A new Problems tab has been added to the bottom panel.FeaturesReal-time syntax diagnostics powered by the Monaco Editor. Displays Errors, Warnings, and Info with dedicated icons and colors. Clicking a problem instantly jumps to the corresponding line. The tab title automatically updates to show the current number of detected issues (e.g. Problems (2 errors)). Global Search & Replace The Search panel has been completely rebuilt.New capabilities Search across all opened files. Regular Expression (Regex) support. Match Case option. Replace All across every opened file. Integrated Color Picker Enabled Monaco’s built-in Color Decorators. Color values such as: #ff0000 rgb(255,0,0) hsl(…) now display an inline color preview that can be clicked to open the color picker directly inside the editor. Empty Projects Creating a New Empty Project now generates a completely blank workspace. No default index.html or starter files are created, allowing users to build their project structure from scratch. Command Palette Improvements The Command Palette now provides a smoother experience. Press Escape to close it instantly. Clicking outside the modal also closes it automatically. Explorer Improvements Added a Refresh Explorer button to quickly reload the file tree after external changes are made to the project directory. Editor Improvements Added support for Ctrl + and Ctrl - to zoom the editor in and out. Added a quick toggle in the status bar to switch between Absolute and Relative line numbers.", "repo": "https://github.com/na1os/n-ide", "demo": "https://apps.m1hai.xyz/ide/"}, {"ship_num": 2, "ts": "2026-07-14T14:12:14Z", "hours": 28.0, "multiplier": 10.08, "payout": 231, "blessing": "neutral", "text": "N-IDE is a modern browser-based IDE designed to bring a desktop-like development experience directly to the web. It features a powerful virtual file system, support for opening local folders, a multi-tab code editor powered by Monaco, intelligent autocomplete, built-in Python and JavaScript execution, live HTML/CSS/JavaScript preview, an integrated terminal, global search, a Command Palette, and many other productivity features. The goal of N-IDE is to provide a fast, intuitive, and feature-rich coding environment that works entirely in the browser while feeling as close as possible to a native desktop IDE. (or some day a desktop ide)", "repo": "https://github.com/na1os/n-ide", "demo": "https://apps.m1hai.xyz/ide/"}]...
|
[{"post_id": 31775, "ts": "202 [{"post_id": 31775, "ts": "2026-07-20T13:05:22Z", "hours": 10.6333, "text": "Productivity & Editor Improvements This update focuses on improving the overall development workflow by adding new debugging, navigation, and editing features. Problems Panel A new Problems tab has been added to the bottom panel.FeaturesReal-time syntax diagnostics powered by the Monaco Editor. Displays Errors, Warnings, and Info with dedicated icons and colors. Clicking a problem instantly jumps to the corresponding line. The tab title automatically updates to show the current number of detected issues (e.g. Problems (2 errors)). Global Search & Replace The Search panel has been completely rebuilt.New capabilities Search across all opened files. Regular Expression (Regex) support. Match Case option. Replace All across every opened file. Integrated Color Picker Enabled Monaco’s built-in Color Decorators. Color values such as: #ff0000 rgb(255,0,0) hsl(…) now display an inline color preview that can be clicked to open the color picker directly inside the editor. Empty Projects Creating a New Empty Project now generates a completely blank workspace. No default index.html or starter files are created, allowing users to build their project structure from scratch. Command Palette Improvements The Command Palette now provides a smoother experience. Press Escape to close it instantly. Clicking outside the modal also closes it automatically. Explorer Improvements Added a Refresh Explorer button to quickly reload the file tree after external changes are made to the project directory. Editor Improvements Added support for Ctrl + and Ctrl - to zoom the editor in and out. Added a quick toggle in the status bar to switch between Absolute and Relative line numbers."}, {"post_id": 27981, "ts": "2026-07-13T22:52:34Z", "hours": 14.8967, "text": "Feature Complete I’ve now finished implementing most of the core features planned for the new browser IDE. Over the last development sessions, I completed the new interface, improved autocomplete, expanded the file management system, and polished many parts of the overall user experience. The IDE has reached a point where it already feels stable and ready for everyday use. I also experimented with real-time collaboration, but after testing it, I decided to remove it for now. While the feature was promising, it introduced stability and synchronization issues that didn’t meet the quality I want for this project. Rather than shipping an unreliable feature, I chose to focus on delivering a more stable experience. I plan to revisit real-time collaboration in the future with a better implementation."}, {"post_id": 24703, "ts": "2026-07-08T13:54:26Z", "hours": 9.1667, "text": "Real-Time Collaboration Progress I spent around 9 hours working on one of the biggest features planned for the new IDE: real-time collaboration. During this session, I built the foundation that will allow multiple users to work on the same project simultaneously. I focused on designing the synchronization system, improving how project data is shared between users, and making sure future collaborative features can be added without major changes to the architecture. I also continued polishing the editor by fixing bugs, improving performance, and refining the overall user experience while preparing the project for multiplayer editing. There’s still plenty of work left, but the core foundation is now in place. The next steps are syncing file changes in real time, showing updates instantly to everyone connected, and adding features like user presence and collaborative editing tools."}, {"post_id": 24466, "ts": "2026-07-08T01:20:39Z", "hours": 3.5333, "text": "UI Complete & Improved AutocompleteI finished building the first version of the new IDE’s interface.I also reused the autocomplete system from CodeKids IDE (my other ide) as a starting point and significantly improved it for this project. It now provides faster and more accurate suggestions, making the coding experience smoother and more productive. With the foundation and UI now in place, I can start focusing on adding the larger features planned for this IDE. The goal is to create a browser-based development environment with many more capabilities than CodeKids IDE while keeping it fast, modern, and easy to use.This is another big milestone, and I’m looking forward to continuing development and adding even more advanced features. One of the next major features I’m planning is real-time multiplayer collaboration, where multiple users can edit the same project simultaneously, making it easier to build projects together."}, {"post_id": 24369, "ts": "2026-07-07T21:43:37Z", "hours": 0.2572, "text": "A New Beginning Today I’m officially starting work on my second IDE project. Right now I’m focusing on building the user interface and creating a clean, modern foundation that will make future features easy to add. My goal is to make the editor feel fast, intuitive, and enjoyable to use from the very beginning. The current work includes: Designing the overall layout. Building the sidebar, activity bar, and editor area. Creating a modern welcome screen. Setting up reusable UI components. Preparing the project structure for future features. This is only the beginning. Over time I plan to add many more features, including an integrated terminal, built-in browser, Git support, AI tools, customizable themes, project management, extensions, and much more."}]...
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Title: N-IDE by @Nanos | Stardance
Devlogs:
A New Title: N-IDE by @Nanos | Stardance
Devlogs:
A New Beginning Today I’m officially starting work on my second IDE project. Right now I’m focusing on building the user interface and creating a clean, modern foundation that will make future features easy to add. My goal is to make the editor feel fast, intuitive, and enjoyable to use from the very beginning. The current work includes: Designing the overall layout. Building the sidebar, activity bar, and editor area. Creating a modern welcome screen. Setting up reusable UI components. Preparing the project structure for future features. This is only the beginning. Over time I plan to add many more features, including an integrated terminal, built-in browser, Git support, AI tools, customizable themes, project management, extensions, and much more.
UI Complete & Improved AutocompleteI finished building the first version of the new IDE’s interface.I also reused the autocomplete system from CodeKids IDE (my other ide) as a starting point and significantly improved it for this project. It now provides faster and more accurate suggestions, making the coding experience smoother and more productive. With the foundation and UI now in place, I can start focusing on adding the larger features planned for this IDE. The goal is to create a browser-based development environment with many more capabilities than CodeKids IDE while keeping it fast, modern, and easy to use.This is another big milestone, and I’m looking forward to continuing development and adding even more advanced features. One of the next major features I’m planning is real-time multiplayer collaboration, where multiple users can edit the same project simultaneously, making it easier to build projects together.
Real-Time Collaboration Progress I spent around 9 hours working on one of the biggest features planned for the new IDE: real-time collaboration. During this session, I built the foundation that will allow multiple users to work on the same project simultaneously. I focused on designing the synchronization system, improving how project data is shared between users, and making sure future collaborative features can be added without major changes to the architecture. I also continued polishing the editor by fixing bugs, improving performance, and refining the overall user experience while preparing the project for multiplayer editing. There’s still plenty of work left, but the core foundation is now in place. The next steps are syncing file changes in real time, showing updates instantly to everyone connected, and adding features like user presence and collaborative editing tools.
Feature Complete I’ve now finished implementing most of the core features planned for the new browser IDE. Over the last development sessions, I completed the new interface, improved autocomplete, expanded the file management system, and polished many parts of the overall user experience. The IDE has reached a point where it already feels stable and ready for everyday use. I also experimented with real-time collaboration, but after testing it, I decided to remove it for now. While the feature was promising, it introduced stability and synchronization issues that didn’t meet the quality I want for this project. Rather than shipping an unreliable feature, I chose to focus on delivering a more stable experience. I plan to revisit real-time collaboration in the future with a better implementation.
Productivity & Editor Improvements This update focuses on improving the overall development workflow by adding new debugging, navigation, and editing features. Problems Panel A new Problems tab has been added to the bottom panel.FeaturesReal-time syntax diagnostics powered by the Monaco Editor. Displays Errors, Warnings, and Info with dedicated icons and colors. Clicking a problem instantly jumps to the corresponding line. The tab title automatically updates to show the current number of detected issues (e.g. Problems (2 errors)). Global Search & Replace The Search panel has been completely rebuilt.New capabilities Search across all opened files. Regular Expression (Regex) support. Match Case option. Replace All across every opened file. Integrated Color Picker Enabled Monaco’s built-in Color Decorators. Color values such as: #ff0000 rgb(255,0,0) hsl(…) now display an inline color preview that can be clicked to open the color picker directly inside the editor. Empty Projects Creating a New Empty Project now generates a completely blank workspace. No default index.html or starter files are created, allowing users to build their project structure from scratch. Command Palette Improvements The Command Palette now provides a smoother experience. Press Escape to close it instantly. Clicking outside the modal also closes it automatically. Explorer Improvements Added a Refresh Explorer button to quickly reload the file tree after external changes are made to the project directory. Editor Improvements Added support for Ctrl + and Ctrl - to zoom the editor in and out. Added a quick toggle in the status bar to switch between Absolute and Relative line numbers.
Ships:
N-IDE is a modern browser-based IDE designed to bring a desktop-like development experience directly to the web. It features a powerful virtual file system, support for opening local folders, a multi-tab code editor powered by Monaco, intelligent autocomplete, built-in Python and JavaScript execution, live HTML/CSS/JavaScript preview, an integrated terminal, global search, a Command Palette, and many other productivity features. The goal of N-IDE is to provide a fast, intuitive, and feature-rich coding environment that works entirely in the browser while feeling as close as possible to a native desktop IDE. (or some day a desktop ide)
Productivity & Editor Improvements This update focuses on improving the overall development workflow by adding new debugging, navigation, and editing features. Problems Panel A new Problems tab has been added to the bottom panel.FeaturesReal-time syntax diagnostics powered by the Monaco Editor. Displays Errors, Warnings, and Info with dedicated icons and colors. Clicking a problem instantly jumps to the corresponding line. The tab title automatically updates to show the current number of detected issues (e.g. Problems (2 errors)). Global Search & Replace The Search panel has been completely rebuilt.New capabilities Search across all opened files. Regular Expression (Regex) support. Match Case option. Replace All across every opened file. Integrated Color Picker Enabled Monaco’s built-in Color Decorators. Color values such as: #ff0000 rgb(255,0,0) hsl(…) now display an inline color preview that can be clicked to open the color picker directly inside the editor. Empty Projects Creating a New Empty Project now generates a completely blank workspace. No default index.html or starter files are created, allowing users to build their project structure from scratch. Command Palette Improvements The Command Palette now provides a smoother experience. Press Escape to close it instantly. Clicking outside the modal also closes it automatically. Explorer Improvements Added a Refresh Explorer button to quickly reload the file tree after external changes are made to the project directory. Editor Improvements Added support for Ctrl + and Ctrl - to zoom the editor in and out. Added a quick toggle in the status bar to switch between Absolute and Relative line numbers....
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1793087732.398314
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1793174132.398314
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32461
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Local Plant Medic by @cognitayohan | Stardance
|
cognitayohan
|
2
|
5.0
|
75
|
[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-07-20T22:52:42Z", "hours": 1.0, "multiplier": 15.58, "payout": 16, "blessing": "neutral", "text": "Ship #2: Flora Diagnostics, a Local Plant Medic, is an application that can run completely offline, using ONNX and Next.js to analyze images locally for plant health diagnostics. Read README.md for more information about UN goals and the purpose of the app! Over the course from Ship #1 –> Ship #2, I have added Android build files and started to test offline access. More to come!", "repo": "https://github.com/robot3-track/edge-plant-analyzer", "demo": "https://floradiagnostics.vercel.app/"}, {"ship_num": 2, "ts": "2026-07-10T16:46:29Z", "hours": 4.0, "multiplier": 14.47, "payout": 59, "blessing": "neutral", "text": "Ship #1: Flora Diagnostics, a Local Plant Medic, is an application that can run completely offline, using ONNX and Next.js to analyze images locally for plant health diagnostics. This app covers: UN Sustainable Development Goal 2: Zero Hunger. By helping farmers and home gardeners quickly identify crop diseases, this easy-to-access offline app can prevent massive food loss, promote sustainable agriculture, and improve overall food security. Furthermore, the importance of this app being able to run offline is crucial especially in rural farms and communities. To be able to quickly provide crop analysis for these locations can be a crucial component in a community’s ability to thrive.", "repo": "https://github.com/robot3-track/edge-plant-analyzer", "demo": "https://floradiagnostics.vercel.app/"}]...
|
[{"post_id": 27776, "ts": "202 [{"post_id": 27776, "ts": "2026-07-13T17:05:32Z", "hours": 0.4336, "text": "Devlog 6: Added Android building files to build APK artifact onto Github."}, {"post_id": 27370, "ts": "2026-07-12T21:32:05Z", "hours": 0.3044, "text": "Devlog 5: Fixed code logic to understand wheat inputs better and predict diseases more accurately. The issue was the elimination of lower-probability cases, causing empty inputs for all crops except for rice basically."}, {"post_id": 26072, "ts": "2026-07-10T17:33:46Z", "hours": 0.2942, "text": "Devlog 4: Add Readme to describe the process of the build and the purpose of the project"}, {"post_id": 26031, "ts": "2026-07-10T16:44:06Z", "hours": 0.3264, "text": "Devlog 4: Cleared Cache for rebuild and added new analysis features successfully Finally, after a few more tweaking and editing in the code as well as clearing the cache while testing on the vercel deployment, the app is ready to go! It features diagnostic summaries with condition analysis and symptom checkers. Furthermore, you are allowed to filter the plant for more accurate results. Below is a segment of the code featuring report diagnostics: <div key={idx} className=\"p-4 border border-stone-200 rounded-xl bg-stone-50 space-y-2\"> <div className=\"flex justify-between items-center\"> <span className=\"text-lg font-bold text-stone-900 capitalize\">{cleanLabel}</span> <span className=\"text-xs font-bold text-emerald-800 bg-emerald-100 px-3 py-1 rounded-full\"> {typeof p.score === 'number' ? `${(p.score * 100).toFixed(1)}%` : 'N/A'} </span> </div> <p className=\"text-sm text-stone-600 italic\">{info.desc}</p> <p className=\"text-sm font-semibold text-stone-800\"> Recommended Treatment: <span className=\"font-normal text-stone-600\">{info.treat}</span> </p> </div> );```"}, {"post_id": 26012, "ts": "2026-07-10T16:07:05Z", "hours": 0.3436, "text": "Devlog 3: Refined the new ONNX and setup for new analysis features After rollbacking a few broken commits, I made sure the code was ready to be setup for new analysis features such as giving advice for treating certain types of conditions. In addition, a future setup will be to allow users to narrow down the scope of analysis by stating the exact type of plant first."}, {"post_id": 25700, "ts": "2026-07-10T03:50:37Z", "hours": 2.5464, "text": "Devlog 2: Fixing build errors and correct ONNX I fixed the build errors by cleaning up the next.config.ts file and removing the curl commands that were causing the server to crash. I also updated the code in page.tsx so the image data would be sent as a Uint8Array instead of just an object. Finally, I fixed the worker.js file to wrap that data in a RawImage object, which let the AI model finally understand the images I was sending it. With these fixes, I have finally made the first version of the application that detects properly! However, much more work needs to be done when it comes to expanding analysis and the range of plants in context of agriculture."}, {"post_id": 24518, "ts": "2026-07-08T03:48:36Z", "hours": 1.2028, "text": "Devlog 1: Initial setup Built the first demo UI and connected the ONNX setup along with camera system. Much work to be done still as plant analysis needs to be properly trained locally!! As you can see values and analysis are a bit off since the local model isn’t trained very well yet."}]...
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Title: Local Plant Medic by @cognitayohan | Starda Title: Local Plant Medic by @cognitayohan | Stardance
Devlogs:
Devlog 1: Initial setup Built the first demo UI and connected the ONNX setup along with camera system. Much work to be done still as plant analysis needs to be properly trained locally!! As you can see values and analysis are a bit off since the local model isn’t trained very well yet.
Devlog 2: Fixing build errors and correct ONNX I fixed the build errors by cleaning up the next.config.ts file and removing the curl commands that were causing the server to crash. I also updated the code in page.tsx so the image data would be sent as a Uint8Array instead of just an object. Finally, I fixed the worker.js file to wrap that data in a RawImage object, which let the AI model finally understand the images I was sending it. With these fixes, I have finally made the first version of the application that detects properly! However, much more work needs to be done when it comes to expanding analysis and the range of plants in context of agriculture.
Devlog 3: Refined the new ONNX and setup for new analysis features After rollbacking a few broken commits, I made sure the code was ready to be setup for new analysis features such as giving advice for treating certain types of conditions. In addition, a future setup will be to allow users to narrow down the scope of analysis by stating the exact type of plant first.
Devlog 4: Cleared Cache for rebuild and added new analysis features successfully Finally, after a few more tweaking and editing in the code as well as clearing the cache while testing on the vercel deployment, the app is ready to go! It features diagnostic summaries with condition analysis and symptom checkers. Furthermore, you are allowed to filter the plant for more accurate results. Below is a segment of the code featuring report diagnostics: <div key={idx} className="p-4 border border-stone-200 rounded-xl bg-stone-50 space-y-2"> <div className="flex justify-between items-center"> <span className="text-lg font-bold text-stone-900 capitalize">{cleanLabel}</span> <span className="text-xs font-bold text-emerald-800 bg-emerald-100 px-3 py-1 rounded-full"> {typeof p.score === 'number' ? `${(p.score * 100).toFixed(1)}%` : 'N/A'} </span> </div> <p className="text-sm text-stone-600 italic">{info.desc}</p> <p className="text-sm font-semibold text-stone-800"> Recommended Treatment: <span className="font-normal text-stone-600">{info.treat}</span> </p> </div> );```
Devlog 4: Add Readme to describe the process of the build and the purpose of the project
Devlog 5: Fixed code logic to understand wheat inputs better and predict diseases more accurately. The issue was the elimination of lower-probability cases, causing empty inputs for all crops except for rice basically.
Devlog 6: Added Android building files to build APK artifact onto Github.
Ships:
Ship #1: Flora Diagnostics, a Local Plant Medic, is an application that can run completely offline, using ONNX and Next.js to analyze images locally for plant health diagnostics. This app covers: UN Sustainable Development Goal 2: Zero Hunger. By helping farmers and home gardeners quickly identify crop diseases, this easy-to-access offline app can prevent massive food loss, promote sustainable agriculture, and improve overall food security. Furthermore, the importance of this app being able to run offline is crucial especially in rural farms and communities. To be able to quickly provide crop analysis for these locations can be a crucial component in a community’s ability to thrive.
Ship #2: Flora Diagnostics, a Local Plant Medic, is an application that can run completely offline, using ONNX and Next.js to analyze images locally for plant health diagnostics. Read README.md for more information about UN goals and the purpose of the app! Over the course from Ship #1 –> Ship #2, I have added Android build files and started to test offline access. More to come!...
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1792990315.9494758
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1793076715.9494758
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32533
|
Kobayashi OS by @Riko | Stardance
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Riko
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2
|
151.0
|
2155
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-06T13:18:06Z", "hours": 108.0, "multiplier": 19.95, "payout": 2155, "blessing": "neutral", "text": "What did you make? Kobayashi OS — a web OS themed around Miss Kobayashi’s Dragon Maid . I wanted to make one of the most feature-rich and polished web OS experiences possible, something that actually feels like you’re using a PC. And yeah, this is Kobayashi’s PC, so don’t be surprised if you find something interesting related to her. The main thing I focused on was making everything feel connected, just like a real OS. Apps don’t just exist separately — Camera connects to Gallery and Files, downloads go into Files, Kanvas can save things to Files, widgets remember where you put them, and Kobayashi-chan can actually interact with the system. Basically, it’s not just a collection of apps. It’s one big little OS. What was challenging? Interconnecting all the apps and keeping everything persistent was definitely a challenge. I wanted things to behave like an actual OS instead of just being separate demos. Making the Kobayashi-chan AI work was one of the toughest hurdles. Getting tool calling, memory, emotions, and system interaction to work together took a lot of trial and error. Designing and building the widget system was another tough one. Making widgets draggable, positionable, persistent, and actually useful took quite a bit of work. Honestly, getting all the small details and polish right took way more time than I expected. What am I proud of? First — Kobayashi-chan AI. This is probably my favorite part of the whole project. She has tool calling, memory, emotions, and can actually interact with the OS. I genuinely didn’t expect I would be able to make something like this. It’s basically a little Jarvis, but Kobayashi-chan. The piano. I spent way more time on this than I probably should have. Not building it — playing it. It’s such a stupidly fun little feature that I keep losing track of time playing on it. The overall polish. I’ve been working on this for so long that I’ve honestly lost count of all the little things I added. I designed the UI in Figma, made a lot of the icons myself, kept redesigning things, learned a ridiculous amount along the way, and kept adding small details until it finally started feeling like a real OS. I’m genuinely proud of how it turned out. There are a lot of things packed into this project, and I think the best way to understand the amount of work that went into it is to actually explore it yourself. What should you know before testing? The project: https://kobayashi.cawai.site/ Please explore the widgets. This is one of the parts I spent a lot of time on. Please try the piano. Seriously. On the first load, some images may take 1–2 seconds to appear. Give it a moment. Wallpaper customization, live wallpapers, and icon customization may also take a little time on the first load. There are a LOT of games: Thor, Spider-Man, Minecraft, etc. If you open one and see a black screen, don’t panic. Some of them just take a little while to load. Come on, we’re talking about Minecraft here. Give it some time. And obviously, click around. Open things. Break things. Try stuff. A lot of the fun is finding the little details hidden around the OS. That’s Kobayashi OS. I started with the idea of making a web OS, but somewhere along the way it turned into this huge little world with its own apps, games, music, memories, AI, and way too many tiny details. Hope you have fun exploring it.", "repo": "https://github.com/anshumitasahu/Kobayashi--OS", "demo": "https://kobayashi.cawai.site/"}, {"ship_num": 2, "ts": "2026-08-01T08:57:08Z", "hours": 43.0, "multiplier": null, "payout": 0, "blessing": "neutral", "text": "Kobayashi OS v1.0 is finally live! Kobayashi OS is a lightweight, anime-inspired Web Operating System built to bring a desktop-like experience to the browser. This first release focuses on a smooth window management system, allowing multiple instances of the same application, along with wallpaper, icon, and brightness customization. It uses React, TypeScript, Bun, Tailwind CSS, Zustand, and Local Storage to provide a persistent experience. The custom logo and launch banner were also designed specifically for this release. Some applications currently contain placeholder alerts and are still under development, with more features and apps planned for future updates. Highlights Anime-inspired light theme Interactive multi-window desktop Multiple instances of the same app Wallpaper, icon & brightness customization Zustand + Local Storage More apps and features coming soon", "repo": "https://github.com/anshumitasahu/Kobayashi--OS", "demo": "https://kobayashi.cawai.site/"}]...
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[{"post_id": 62884, "ts": "202 [{"post_id": 62884, "ts": "2026-09-06T12:36:45Z", "hours": 1.8994, "text": "Polished the UI of the widgets, improved wallpaper customization, refined the app UX, resized the apps, added a bunch of new features, and made countless small tweaks across the OS. A lot has gone into this project, and I really hope it becomes the star project considering how much time I’ve poured into it. 🥹 Still more to come!"}, {"post_id": 62379, "ts": "2026-09-05T18:24:34Z", "hours": 1.5711, "text": "Kobayashi-chan is here! Chat, open apps, change settings. She remembers, reacts, and doesn’t mind a little flirting. :) Major changes!! A summary of everything I’ve done over the past 5 days. Lots of design work too—especially Figma stuff. StarDance doesn’t log my Figma hours though… too bad."}, {"post_id": 62033, "ts": "2026-09-05T07:58:56Z", "hours": 10.0164, "text": "Damnn!! Been a while haven’t posted anything bout my Work!!!!!! added a piano added a lots of Fun games improved the architecture and UI/UX improved the response of the Kobai added Terminal and Code editor.. added a proper and nice widget system changed the whole UI of my apps_ and more features are coming soon!!!!!"}, {"post_id": 58672, "ts": "2026-08-31T05:42:22Z", "hours": 9.2753, "text": "Added a lots of appppss!!! embeded few games, hackclub and typingtest.com … and Yeah added my own built apps (Json Lab , DevScope, and MoneyTrail)"}, {"post_id": 55183, "ts": "2026-08-26T18:06:02Z", "hours": 3.21, "text": "Another day on Kobayashi OS. Damn, I really turned the AI Assistant into what I actually wanted it to be. And yeah, now the Shorts app isn’t just some mere app with a icon sitting there — it actually has Shorts embedded hehe. And yeah… there’s a Kanvas app now too lol."}, {"post_id": 54549, "ts": "2026-08-25T16:00:46Z", "hours": 9.8811, "text": "Damn !! Been a while !! Yup was working on the assistant.. yeah which actually works!!! changed the architecture of ai chatbot and yeah its much better now !! and Yeah some more tweaks ongoing"}, {"post_id": 52981, "ts": "2026-08-23T11:05:21Z", "hours": 1.2497, "text": "Making the UI of music player nicer .."}, {"post_id": 52917, "ts": "2026-08-23T09:19:23Z", "hours": 3.9803, "text": "BIG ALERT IN KOBAYASHI OS I SUCCESSFULLY BUILT AN AI ASSISTANT FOR MY WEB OS! 🎉 It can actually understand commands and interact with the OS — opening apps, handling actions, and more.Another huge step for Kobayashi OS. I’m learning a LOT about AI while building this, and it’s honestly crazy seeing everything come together."}, {"post_id": 52189, "ts": "2026-08-22T08:54:28Z", "hours": 5.2606, "text": "Worked on the adding more apps.. with functionality and zero css hehe but yeah add it later currently working on a ai chat box on my project apps"}, {"post_id": 51173, "ts": "2026-08-20T17:52:30Z", "hours": 3.4503, "text": "Today was more focused on research and architecture than coding, but I still made some solid progress. I perfected the widgets, made the right-click menu fully functional, and built a basic music player that’s already working. I’ll be focusing on the CSS and visual polish for the music player tomorrow. Overall, another productive day on Kobayashi OS."}, {"post_id": 50444, "ts": "2026-08-19T16:37:20Z", "hours": 3.5219, "text": "Spent some more time working on the Widgets section 👀 Made the widgets draggable and closable only when the widgets menu the widgets top bar is being displayed.Also fixed up some CSS issues, added a right-click context menu, and added an Open option. So far, only one widget is actually openable; the rest will come later 😅 That’s enough UI work for today though — my shoulders and back are officially protesting. 💀 More to come!"}, {"post_id": 50174, "ts": "2026-08-19T09:00:29Z", "hours": 1.9064, "text": "Update Made a few solid improvements to the widget experience: Widget positions are now stored globally and persisted in local storage, so the app restores exactly where you left it after a refresh. Tweaked the visuals for a cleaner, more polished look. Added resizable widgets for a more flexible, customizable layout. Small changes, but they make the overall experience feel much smoother. More to come!"}, {"post_id": 49755, "ts": "2026-08-18T17:54:09Z", "hours": 3.4989, "text": "A little update on the Widgets section It’s already looking pretty cool , but I’m not quite done with it yet. There are still a few tweaks and some changes I want to make to how the widget system works under the hood. The goal is to make the whole experience feel cleaner, more flexible, and easier to build on as I keep adding more widgets. For now, though… I’m pretty happy with how it’s coming together. 🚀More tweaks incoming."}, {"post_id": 49478, "ts": "2026-08-18T10:44:19Z", "hours": 5.8236, "text": "Yahooooooo! Made some awesome progress! Added the Widgets feature Added a toggle function to open/close the Widgets list Added a Calendar widget Added a Clock widget Added toggle functionality for opening and closing widgets So happy to see it all coming together! 😄 🔥One step at a time, and the project is getting better and better! ✨ 💪"}, {"post_id": 48289, "ts": "2026-08-16T16:27:18Z", "hours": 3.5703, "text": "Camera Improvements Fixed a few bugs and made some nice improvements to the camera flow. Now, the last captured photo is shown directly in the camera. Tap it, and the gallery opens with the image displayed at full width and height. From there, you can swipe through the rest of your photos. Still have a few things I want to tweak in this flow, but the experience is already feeling much smoother. Next up: widgets !!"}, {"post_id": 47551, "ts": "2026-08-15T15:04:05Z", "hours": 7.6117, "text": "Been a while! Added a working camera + gallery and implemented IndexedDB for storing captured photos.Honestly, the camera logic and IndexedDB were the biggest challenges since I knew nothing about them before this. Learned from internet resources, experimented, broke things, fixed them… and finally cracked it."}, {"post_id": 44158, "ts": "2026-08-09T18:47:51Z", "hours": 3.5058, "text": "I worked on improving the app bar behavior in Kobayashi OS. I added the Menu app icon to the apps bar whenever it’s opened, and also implemented position shifting for existing apps so they adjust automatically when a new app appears. Small interaction improvements, but they make the desktop feel more dynamic and consistent."}, {"post_id": 43954, "ts": "2026-08-09T12:32:36Z", "hours": 4.1286, "text": "Gallery is successfully made! Glad it turned out well. The main challenge was the UI 🙄, but yeah, it now has Next/Previous and Back functionality. The selected image expands to the full width and height—just like we see in a proper gallery, without appearing in some corner or another section. Overall, pretty happy with how it turned out!"}, {"post_id": 43099, "ts": "2026-08-08T05:43:08Z", "hours": 7.2944, "text": "It’s been a while since my last update, but I’m happy to say Kobayashi OS is getting closer to the finish line! 🚀 Update: Added a toggle to open/close the Menu app Improved the Settings & overall UI Added app resizing App bar now hides when the screen is maximized Added a background for active page in settings Changed the About us Section More apps and features coming soon!🔥"}, {"post_id": 41836, "ts": "2026-08-06T09:25:46Z", "hours": 1.5522, "text": "Worked on the menu app UI. It’s not fully functional yet, but I’ve added some basic functionality. I think it’s looking pretty good so far. This isn’t the final version, but the overall design will probably stay pretty close to this."}, {"post_id": 41800, "ts": "2026-08-06T07:15:41Z", "hours": 4.815, "text": "Worked on the icon styling and UI, and implemented the app menu with close functionality. What ended up taking most of my time was a tiny bug—I was referencing a value as a string in one place while providing it as an object in another. It took me hours to spot the mismatch. Funny how the smallest errors can consume the most time."}, {"post_id": 40844, "ts": "2026-08-04T17:03:57Z", "hours": 3.7994, "text": "I’ve been working on the app’s UI in the maximized state. Initially, the main challenges were around the overall workflow and approach. After experimenting with a few different directions, everything clicked and I landed on this design. Next, I’ll be refining the icon styles further."}, {"post_id": 40140, "ts": "2026-08-03T15:22:36Z", "hours": 4.1178, "text": "I updated the minimize/maximize buttons so restored windows remember their previous position via the global store. Minimized apps now show a dot indicator at the bottom instead of the top. I also fixed a topbar bug where its z-index and absolute positioning caused maximized windows to get stuck underneath. My main hurdle right now is UI scaling: the window container maximizes fine, but the internal components don’t resize with it. I’m weighing a few fixes to see which approach works best."}, {"post_id": 39349, "ts": "2026-08-02T08:39:42Z", "hours": 0.9731, "text": "Just fixed the README"}, {"post_id": 38957, "ts": "2026-08-01T16:01:53Z", "hours": 2.0964, "text": "Implemented minimize and restore with functionality and the maximize feat will be implemented in the 2nd version.."}, {"post_id": 38729, "ts": "2026-08-01T08:51:37Z", "hours": 1.1942, "text": "Fixed the README and got it ready for the first official launch. The main issue was that the images and screenshots weren’t displaying correctly. Since it was a GitHub README, every small change required a commit and push just to verify whether the images loaded properly, which made the process slower than expected. Despite that, the final README turned out well and is now ready for launch."}, {"post_id": 38361, "ts": "2026-07-31T18:19:40Z", "hours": 3.6125, "text": "Added a notes app and added loading and welcome page .. Creating the logo was a bit hard :< More feats and apps are coming!!"}, {"post_id": 38107, "ts": "2026-07-31T10:07:15Z", "hours": 3.5414, "text": "Worked on the icons bar and added a new feature to the Settings app — you can now switch icon styles. Also saved wallpaper, brightness, and icon styles to localStorage . Biggest challenges were digging through a massive icon file, organising them, and getting the UI right. At one point the icons just wouldn’t change… turns out I forgot to call the function. 😅 Moving on to more features and apps."}, {"post_id": 37465, "ts": "2026-07-30T07:17:09Z", "hours": 1.4686, "text": "Updated the app icons — they look so much better now. The old ones felt a bit off. Funny disaster though: right after the change, nothing would open. Threw in some console.log()s … and the system crashed. Turns out the old icon was still being called in the main code, which made every window try to open. 😂"}, {"post_id": 37085, "ts": "2026-07-29T15:46:45Z", "hours": 2.3036, "text": "Very small visible change this time. Added functionality to the settings sidebar . Yeah thinking bout the architecture!! I did added different colors to my app background then removed it due to change in the architecture. Working on something which looks like a small change 🥲 but needs a solid time and architecture 🫠 😮💨."}, {"post_id": 36496, "ts": "2026-07-28T17:20:36Z", "hours": 2.3367, "text": "Nothing!! Just refactored the UI of the Settings app. Added a side bar with the search bar. The main headache was the Architecture !! Damn!! My head hurts !! Still moving on. I will update the full functionality of settings app next time !! (That’s my goal) . But yeah will add the other features later as the OS grows."}, {"post_id": 36275, "ts": "2026-07-28T08:28:19Z", "hours": 1.7669, "text": "Just dropped a fresh update for my web OS, Kobayashi OS ! It can now fully customize the desktop’s wallpaper with solid colors and gradients , all powered by a global store so everything stays smooth and in sync. And Yo!! not gonna lie, building this took me on a absolute emotional roller coaster. I hit bug after bug, spent ages searching for answers, only to discover the culprits were… simple typos and missed JavaScript punctuation!! Classic! But hey, every bug fixed is a lesson learned. I’m on a roll , so expect more updates super soon! Next up on the build list: making the Settings app feel like a real-deal OS and dropping some brand-new apps."}, {"post_id": 35678, "ts": "2026-07-27T08:43:11Z", "hours": 2.6417, "text": "I recently refactored our z-index management from local storage to a global system. Naturally, it brought a wave of visual bugs along with it—fix one, and four more pop up!After a solid debugging session with console.log(), everything is stable and working as expected. Next up: building out the Settings app to make it fully functional."}, {"post_id": 34138, "ts": "2026-07-24T17:18:12Z", "hours": 1.5758, "text": "Cleaned up the codebase, fixed a minor bug, and finally built a manual wallpaper changer. Decided to use global state for it and… wow. It actually clicked. I was stuck for a minute overthinking how the workflow should look, but once I just started typing, it made total sense. State management isn’t nearly as painful as I used to think. Naturally, it didn’t work on the first try—the wallpaper wasn’t updating at all. Turns out I forgot a set of parentheses and had a stupid typo. Classic. Fixed that, and now it’s smooth sailing."}, {"post_id": 33969, "ts": "2026-07-24T10:18:51Z", "hours": 2.7989, "text": "I started moving my app state from local state to a global store using Zustand. Right now, the open/close state of applications is managed globally, and next I’ll move the window dragging logic there as well. The dragging system already works locally, so this is mostly a refactor to make the OS easier to scale.I also added a Settings app, although it doesn’t do anything yet. I decided to focus on getting the core OS functionality solid before adding more features and applications. Once that’s done, I’ll add things like manually changeable wallpapers and expand the Settings app. As someone who’s still new to state management, I had no idea how to use a global store when I started. So before writing code, I spent time learning Zustand, understanding how global state works, and planning the architecture instead of jumping straight into implementation.There were plenty of moments where I got stuck. I had a few headaches trying to wrap my head around the concepts, but I kept going until it finally clicked. No big visual changes, but I think I crossed a small milestone—one that’s going to make everything I build next much cleaner and easier to manage."}, {"post_id": 31816, "ts": "2026-07-20T14:35:36Z", "hours": 1.2033, "text": "Fixed a sneaky LocalStorage bug today! 🛠️ I initially put JSON.stringify directly inside useState , which completely crashed the app and prevented it from opening. Rewrote the logic by moving JSON.stringify into a useEffect hook with tasks as a dependency. That got it working, but refreshing the page triggered a new bug: local storage was getting overwritten with an empty array. I logged the data flow at every stage and caught the issue: useEffect was running on initial mount before state was restored. Added a simple length check (tasks.length > 0) before stringifying, and everything works perfectly now! Always check your mount cycles! 🚀"}, {"post_id": 31692, "ts": "2026-07-20T09:40:11Z", "hours": 6.9306, "text": "It’s been a while since my last update, so here is what I’ve been building and refining lately: UI Refactoring: Invested a significant amount of time redesigning and polishing the UI (still a work in progress, but looking much better!). Window Management: Added support for opening, minimizing, and closing windows. Calculator App: Cleaned up the codebase and added new functionality. Task Tracking: Added a strike-through feature for completed items in To-Dos App. Next up: Implementing localStorage so task completions and window states persist across sessions."}, {"post_id": 27792, "ts": "2026-07-13T17:37:49Z", "hours": 1.6667, "text": "Focus was the window manager. Completed Implemented dynamic z-index so the active window is always brought to the front. Added window minimization.Implemented restore functionality from the Apps Bar. Preserved window state while minimized instead of closing the application. Challenge: Initially, minimizing a window removed it from the UI, but there was no way to bring it back because clicking the app icon simply ignored already opened apps. Solution: Instead of treating minimized windows as closed, I introduced a minimized state for each window. The Apps Bar now checks whether an app is already open, minimized, or closed, and performs the appropriate action—open, restore, or bring it to the front. This keeps the component mounted and preserves its state while hidden. The desktop now supports opening, closing, dragging, minimizing, restoring, and proper window stacking. With these core interactions in place, the next milestone is maximize/restore, followed by window resizing and a global state refactor with Zustand."}, {"post_id": 27668, "ts": "2026-07-13T13:16:12Z", "hours": 2.5236, "text": "Continued building the window management system for Kobayashi OS. Implemented draggable application windows from scratch using React mouse events (mousedown, mousemove, mouseup) with proper drag offsets for smooth movement. Refactored the layout to introduce a dedicated desktop area, keeping windows constrained within the workspace instead of the entire page. Spent most of the session debugging positioning logic, DOM measurements, and boundary constraints. The draggable window system is now functional and forms the foundation for upcoming features like minimize, maximize, focus (z-index), and Zustand-powered window state management."}, {"post_id": 27273, "ts": "2026-07-12T18:23:14Z", "hours": 1.3567, "text": "Continued refining the Kobayashi OS interface.Finalized the built-in app icons and continued shaping the application dock and overall desktop structure to make the OS feel more like a complete desktop environment.Built the first built-in application—a basic calculator—with support for standard arithmetic operations. This marks the beginning of adding functional utilities to the OS.The focus remains on establishing a solid foundation before expanding into more advanced applications and features."}, {"post_id": 27129, "ts": "2026-07-12T12:31:10Z", "hours": 1.3028, "text": "Continued working on the Kobayashi OS layout. The overall design is still evolving, and I’m experimenting with different arrangements before settling on a final structure. I added icons for the built-in applications and started shaping how the interface should feel. No application logic yet—right now the focus is on finding the right layout before building the functionality."}, {"post_id": 27073, "ts": "2026-07-12T09:23:01Z", "hours": 1.6333, "text": "DevDock is no longer just a collection of developer tools—it’s being redesigned into Kobayashi OS , a browser-based operating system built for developers . This update focuses on restructuring the application’s architecture, replacing the original layout with an OS-inspired interface, and laying the groundwork for applications, tools, and a desktop-like workflow. The goal is to create a cohesive environment where developer utilities feel like native applications rather than separate web pages.The transition is still in progress, but the foundation for Kobayashi OS is now replacing the original DevDock vision."}, {"post_id": 25205, "ts": "2026-07-09T09:44:08Z", "hours": 3.5269, "text": "DevLog 1 — DevDock After wrapping up DevScope, I wanted to build something that solves a problem. Introducing DevDock — a workspace that brings essential developer tools together in one place, reducing context switching and making common development tasks faster and more convenient.I’ve already finished the initial landing page. It took far more CSS work than I’m used to, but I’m happy with where it stands for now. Of course, nothing is ever truly finished—I’ll keep refining it if future feedback or better ideas come up.This is only the beginning. The real work starts now as I begin building the tools that will make DevDock genuinely useful."}]...
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Title: Kobayashi OS by @Riko | Stardance
Devlogs: Title: Kobayashi OS by @Riko | Stardance
Devlogs:
DevLog 1 — DevDock After wrapping up DevScope, I wanted to build something that solves a problem. Introducing DevDock — a workspace that brings essential developer tools together in one place, reducing context switching and making common development tasks faster and more convenient.I’ve already finished the initial landing page. It took far more CSS work than I’m used to, but I’m happy with where it stands for now. Of course, nothing is ever truly finished—I’ll keep refining it if future feedback or better ideas come up.This is only the beginning. The real work starts now as I begin building the tools that will make DevDock genuinely useful.
DevDock is no longer just a collection of developer tools—it’s being redesigned into Kobayashi OS , a browser-based operating system built for developers . This update focuses on restructuring the application’s architecture, replacing the original layout with an OS-inspired interface, and laying the groundwork for applications, tools, and a desktop-like workflow. The goal is to create a cohesive environment where developer utilities feel like native applications rather than separate web pages.The transition is still in progress, but the foundation for Kobayashi OS is now replacing the original DevDock vision.
Continued working on the Kobayashi OS layout. The overall design is still evolving, and I’m experimenting with different arrangements before settling on a final structure. I added icons for the built-in applications and started shaping how the interface should feel. No application logic yet—right now the focus is on finding the right layout before building the functionality.
Continued refining the Kobayashi OS interface.Finalized the built-in app icons and continued shaping the application dock and overall desktop structure to make the OS feel more like a complete desktop environment.Built the first built-in application—a basic calculator—with support for standard arithmetic operations. This marks the beginning of adding functional utilities to the OS.The focus remains on establishing a solid foundation before expanding into more advanced applications and features.
Continued building the window management system for Kobayashi OS. Implemented draggable application windows from scratch using React mouse events (mousedown, mousemove, mouseup) with proper drag offsets for smooth movement. Refactored the layout to introduce a dedicated desktop area, keeping windows constrained within the workspace instead of the entire page. Spent most of the session debugging positioning logic, DOM measurements, and boundary constraints. The draggable window system is now functional and forms the foundation for upcoming features like minimize, maximize, focus (z-index), and Zustand-powered window state management.
Focus was the window manager. Completed Implemented dynamic z-index so the active window is always brought to the front. Added window minimization.Implemented restore functionality from the Apps Bar. Preserved window state while minimized instead of closing the application. Challenge: Initially, minimizing a window removed it from the UI, but there was no way to bring it back because clicking the app icon simply ignored already opened apps. Solution: Instead of treating minimized windows as closed, I introduced a minimized state for each window. The Apps Bar now checks whether an app is already open, minimized, or closed, and performs the appropriate action—open, restore, or bring it to the front. This keeps the component mounted and preserves its state while hidden. The desktop now supports opening, closing, dragging, minimizing, restoring, and proper window stacking. With these core interactions in place, the next milestone is maximize/restore, followed by window resizing and a global state refactor with Zustand.
It’s been a while since my last update, so here is what I’ve been building and refining lately: UI Refactoring: Invested a significant amount of time redesigning and polishing the UI (still a work in progress, but looking much better!). Window Management: Added support for opening, minimizing, and closing windows. Calculator App: Cleaned up the codebase and added new functionality. Task Tracking: Added a strike-through feature for completed items in To-Dos App. Next up: Implementing localStorage so task completions and window states persist across sessions.
Fixed a sneaky LocalStorage bug today! 🛠️ I initially put JSON.stringify directly inside useState , which completely crashed the app and prevented it from opening. Rewrote the logic by moving JSON.stringify into a useEffect hook with tasks as a dependency. That got it working, but refreshing the page triggered a new bug: local storage was getting overwritten with an empty array. I logged the data flow at every stage and caught the issue: useEffect was running on initial mount before state was restored. Added a simple length check (tasks.length > 0) before stringifying, and everything works perfectly now! Always check your mount cycles! 🚀
I started moving my app state from local state to a global store using Zustand. Right now, the open/close state of applications is managed globally, and next I’ll move the window dragging logic there as well. The dragging system already works locally, so this is mostly a refactor to make the OS easier to scale.I also added a Settings app, although it doesn’t do anything yet. I decided to focus on getting the core OS functionality solid before adding more features and applications. Once that’s done, I’ll add things like manually changeable wallpapers and expand the Settings app. As someone who’s still new to state management, I had no idea how to use a global store when I started. So before writing code, I spent time learning Zustand, understanding how global state works, and planning the architecture instead of jumping straight into implementation.There were plenty of moments where I got stuck. I had a few headaches trying to wrap my head around the concepts, but I kept going until it finally clicked. No big visual changes, but I think I crossed a small milestone—one that’s going to make everything I build next much cleaner and easier to manage.
Cleaned up the codebase, fixed a minor bug, and finally built a manual wallpaper changer. Decided to use global state for it and… wow. It actually clicked. I was stuck for a minute overthinking how the workflow should look, but once I just started typing, it made total sense. State management isn’t nearly as painful as I used to think. Naturally, it didn’t work on the first try—the wallpaper wasn’t updating at all. Turns out I forgot a set of parentheses and had a stupid typo. Classic. Fixed that, and now it’s smooth sailing.
I recently refactored our z-index management from local storage to a global system. Naturally, it brought a wave of visual bugs along with it—fix one, and four more pop up!After a solid debugging session with console.log(), everything is stable and working as expected. Next up: building out the Settings app to make it fully functional.
Just dropped a fresh update for my web OS, Kobayashi OS ! It can now fully customize the desktop’s wallpaper with solid colors and gradients , all powered by a global store so everything stays smooth and in sync. And Yo!! not gonna lie, building this took me on a absolute emotional roller coaster. I hit bug after bug, spent ages searching for answers, only to discover the culprits were… simple typos and missed JavaScript punctuation!! Classic! But hey, every bug fixed is a lesson learned. I’m on a roll , so expect more updates super soon! Next up on the build list: making the Settings app feel like a real-deal OS and dropping some brand-new apps.
Nothing!! Just refactored the UI of the Settings app. Added a side bar with the search bar. The main headache was the Architecture !! Damn!! My head hurts !! Still moving on. I will update the full functionality of settings app next time !! (That’s my goal) . But yeah will add the other features later as the OS grows.
Very small visible change this time. Added functionality to the settings sidebar . Yeah thinking bout the architecture!! I did added different colors to my app background then removed it due to change in the architecture. Working on something which looks like a small change 🥲 but needs a solid time and architecture 🫠 😮💨.
Updated the app icons — they look so much better now. The old ones felt a bit off. Funny disaster though: right after the change, nothing would open. Threw in some console.log()s … and the system crashed. Turns out the old icon was still being called in the main code, which made every window try to open. 😂
Worked on the icons bar and added a new feature to the Settings app — you can now switch icon styles. Also saved wallpaper, brightness, and icon styles to localStorage . Biggest challenges were digging through a massive icon file, organising them, and getting the UI right. At one point the icons just wouldn’t change… turns out I forgot to call the function. 😅 Moving on to more features and apps.
Added a notes app and added loading and welcome page .. Creating the logo was a bit hard :< More feats and apps are coming!!
Fixed the README and got it ready for the first official launch. The main issue was that the images and screenshots weren’t displaying correctly. Since it was a GitHub README, every small change required a commit and push just to verify whether the images loaded properly, which made the process slower than expected. Despite that, the final README turned out well and is now ready for launch.
Implemented minimize and restore with functionality and the maximize feat will be implemented in the 2nd version..
Just fixed the README
I updated the minimize/maximize buttons so restored windows remember their previous position via the global store. Minimized apps now show a dot indicator at the bottom instead of the top. I also fixed a topbar bug where its z-index and absolute positioning caused maximized windows to get stuck underneath. My main hurdle right now is UI scaling: the window container maximizes fine, but the internal components don’t resize with it. I’m weighing a few fixes to see which approach works best.
I’ve been working on the app’s UI in the maximized state. Initially, the main challenges were around the overall workflow and approach. After experimenting with a few different directions, everything clicked and I landed on this design. Next, I’ll be refining the icon styles further.
Worked on the icon styling and UI, and implemented the app menu with close functionality. What ended up taking most of my time was a tiny bug—I was referencing a value as a string in one place while providing it as an object in another. It took me hours to spot the mismatch. Funny how the smallest errors can consume the most time.
Worked on the menu app UI. It’s not fully functional yet, but I’ve added some basic functionality. I think it’s looking pretty good so far. This isn’t the final version, but the overall design will probably stay pretty close to this.
It’s been a while since my last update, but I’m happy to say Kobayashi OS is getting closer to the finish line! 🚀 Update: Added a toggle to open/close the Menu app Improved the Settings & overall UI Added app resizing App bar now hides when the screen is maximized Added a background for active page in settings Changed the About us Section More apps and features coming soon!🔥
Gallery is successfully made! Glad it turned out well. The main challenge was the UI 🙄, but yeah, it now has Next/Previous and Back functionality. The selected image expands to the full width and height—just like we see in a proper gallery, without appearing in some corner or another section. Overall, pretty happy with how it turned out!
I worked on improving the app bar behavior in Kobayashi OS. I added the Menu app icon to the apps bar whenever it’s opened, and also implemented position shifting for existing apps so they adjust automatically when a new app appears. Small interaction improvements, but they make the desktop feel more dynamic and consistent.
Been a while! Added a working camera + gallery and implemented IndexedDB for storing captured photos.Honestly, the camera logic and IndexedDB were the biggest challenges since I knew nothing about them before this. Learned from internet resources, experimented, broke things, fixed them… and finally cracked it.
Camera Improvements Fixed a few bugs and made some nice improvements to the camera flow. Now, the last captured photo is shown directly in the camera. Tap it, and the gallery opens with the image displayed at full width and height. From there, you can swipe through the rest of your photos. Still have a few things I want to tweak in this flow, but the experience is already feeling much smoother. Next up: widgets !!
Yahooooooo! Made some awesome progress! Added the Widgets feature Added a toggle function to open/close the Widgets list Added a Calendar widget Added a Clock widget Added toggle functionality for opening and closing widgets So happy to see it all coming together! 😄 🔥One step at a time, and the project is getting better and better! ✨ 💪
A little update on the Widgets section It’s already looking pretty cool , but I’m not quite done with it yet. There are still a few tweaks and some changes I want to make to how the widget system works under the hood. The goal is to make the whole experience feel cleaner, more flexible, and easier to build on as I keep adding more widgets. For now, though… I’m pretty happy with how it’s coming together. 🚀More tweaks incoming.
Update Made a few solid improvements to the widget experience: Widget positions are now stored globally and persisted in local storage, so the app restores exactly where you left it after a refresh. Tweaked the visuals for a cleaner, more polished look. Added resizable widgets for a more flexible, customizable layout. Small changes, but they make the overall experience feel much smoother. More to come!
Spent some more time working on the Widgets section 👀 Made the widgets draggable and closable only when the widgets menu the widgets top bar is being displayed.Also fixed up some CSS issues, added a right-click context menu, and added an Open option. So far, only one widget is actually openable; the rest will come later 😅 That’s enough UI work for today though — my shoulders and back are officially protesting. 💀 More to come!
Today was more focused on research and architecture than coding, but I still made some solid progress. I perfected the widgets, made the right-click menu fully functional, and built a basic music player that’s already working. I’ll be focusing on the CSS and visual polish for the music player tomorrow. Overall, another productive day on Kobayashi OS.
Worked on the adding more apps.. with functionality and zero css hehe but yeah add it later currently working on a ai chat box on my project apps
BIG ALERT IN KOBAYASHI OS I SUCCESSFULLY BUILT AN AI ASSISTANT FOR MY WEB OS! 🎉 It can actually understand commands and interact with the OS — opening apps, handling actions, and more.Another huge step for Kobayashi OS. I’m learning a LOT about AI while building this, and it’s honestly crazy seeing everything come together.
Making the UI of music player nicer ..
Damn !! Been a while !! Yup was working on the assistant.. yeah which actually works!!! changed the architecture of ai chatbot and yeah its much better now !! and Yeah some more tweaks ongoing
Another day on Kobayashi OS. Damn, I really turned the AI Assistant into what I actually wanted it to be. And yeah, now the Shorts app isn’t just some mere app with a icon sitting there — it actually has Shorts embedded hehe. And yeah… there’s a Kanvas app now too lol.
Added a lots of appppss!!! embeded few games, hackclub and typingtest.com … and Yeah added my own built apps (Json Lab , DevScope, and MoneyTrail)
Damnn!! Been a while haven’t posted anything bout my Work!!!!!! added a piano added a lots of Fun games improved the architecture and UI/UX improved the response of the Kobai added Terminal and Code editor.. added a proper and nice widget system changed the whole UI of my apps_ and more features are coming soon!!!!!
Kobayashi-chan is here! Chat, open apps, change settings. She remembers, reacts, and doesn’t mind a little flirting. :) Major changes!! A summary of everything I’ve done over the past 5 days. Lots of design work too—especially Figma stuff. StarDance doesn’t log my Figma hours though… too bad.
Polished the UI of the widgets, improved wallpaper customization, refined the app UX, resized the apps, added a bunch of new features, and made countless small tweaks across the OS. A lot has gone into this project, and I really hope it becomes the star project considering how much time I’ve poured into it. 🥹 Still more to come!
Ships:
Kobayashi OS v1.0 is finally live! Kobayashi OS is a lightweight, anime-inspired Web Operating System built to bring a desktop-like experience to the browser. This first release focuses on a smooth window management system, allowing multiple instances of the same application, along with wallpaper, icon, and brightness customization. It uses React, TypeScript, Bun, Tailwind CSS, Zustand, and Local Storage to provide a persistent experience. The custom logo and launch banner were also designed specifically for this release. Some applications currently contain placeholder alerts and are still under development, with more features and apps planned for future updates. Highlights Anime-inspired light theme Interactive multi-window desktop Multiple instances of the same app Wallpaper, icon & brightness customization Zustand + Local Storage More apps and features coming soon
What did you make? Kobayashi OS — a web OS themed around Miss Kobayashi’s Dragon Maid . I wanted to make one of the most feature-rich and polished web OS experiences possible, something that actually feels like you’re using a PC. And yeah, this is Kobayashi’s PC, so don’t be surprised if you find something interesting related to her. The main thing I focused on was making everything feel connected, just like a real OS. Apps don’t just exist separately — Camera connects to Gallery and Files, downloads go into Files, Kanvas can save things to Files, widgets remember where you put them, and Kobayashi-chan can actually interact with the system. Basically, it’s not just a collection of apps. It’s one big little OS. What was challenging? Interconnecting all the apps and keeping everything persistent was definitely a challenge. I wanted things to behave like an actual OS instead of just being separate demos. Making the Kobayashi-chan AI work was one of the toughest hurdles. Getting tool calling, memory, emotions, and system interaction to work together took a lot of trial and error. Designing and building the widget system was another tough one. Making widgets draggable, positionable, persistent, and actually useful took quite a bit of work. Honestly, getting all the small details and polish right took way more time than I expected. What am I proud of? First — Kobayashi-chan AI. This is probably my favorite part of the whole project. She has tool calling, memory, emotions, and can actually interact with the OS. I genuinely didn’t expect I would be able to make something like this. It’s basically a little Jarvis, but Kobayashi-chan. The piano. I spent way more time on this than I probably should have. Not building it — playing it. It’s such a stupidly fun little feature that I keep losing track of time playing on it. The overall polish. I’ve been working on this for so long that I’ve honestly lost count of all the little things I added. I designed the UI in Figma, made a lot of the icons myself, kept redesigning things, learned a ridiculous amount along the way, and kept adding small details until it finally started feeling like a real OS. I’m genuinely proud of how it turned out. There are a lot of things packed into this project, and I think the best way to understand the amount of work that went into it is to actually explore it yourself. What should you know before testing? The project: https://kobayashi.cawai.site/ Please explore the widgets. This is one of the parts I spent a lot of time on. Please try the piano. Seriously. On the first load, some images may take 1–2 seconds to appear. Give it a moment. Wallpaper customization, live wallpapers, and icon customization may also take a little time on the first load. There are a LOT of games: Thor, Spider-Man, Minecraft, etc. If you open one and see a black screen, don’t panic. Some of them just take a little while to load. Come on, we’re talking about Minecraft here. Give it some time. And obviously, click around. Open things. Break things. Try stuff. A lot of the fun is finding the little details hidden around the OS. That’s Kobayashi OS. I started with the idea of making a web OS, but somewhere along the way it turned into this huge little world with its own apps, games, music, memories, AI, and way too many tiny details. Hope you have fun exploring it....
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Marine Odyssey by @Kartik_B | Stardance
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Kartik_B
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2
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33.0
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238
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[{"ship_num": 1, "ts": "2026-0 [{"ship_num": 1, "ts": "2026-09-20T05:21:53Z", "hours": 5.0, "multiplier": 4.25, "payout": 20, "blessing": "neutral", "text": "I have made an endless underwater themed submarine game. You have to survive as long as you can. There are threats like shark, starfish, titan and sea mines. Two types of controls in pc and joystick controls in mobile. Also, the game is now fully zero AI used game. I have just added the android support to the games.", "repo": "https://github.com/K-BIDDOLIYA/Marine-Odyssey", "demo": "https://kartik-biddoliya.itch.io/marine-odyssey"}, {"ship_num": 2, "ts": "2026-08-17T07:58:36Z", "hours": 28.0, "multiplier": 7.94, "payout": 218, "blessing": "neutral", "text": "This is Marine Odyssey Ans underwater submarine game where you have to survive as long as you can. There can be Sharks, Titan, Starfish and Sea mines. The danger will increase with time. You have two controller modes, Cursor mode and WASD/arrow. You can also luckily pick a health boost. Beware, the Titan is really mad at you.", "repo": "https://github.com/K-BIDDOLIYA/Marine-Odyssey", "demo": "https://kartik-biddoliya.itch.io/marine-odyssey"}]...
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[{"post_id": 70515, "ts": "202 [{"post_id": 70515, "ts": "2026-09-19T09:39:53Z", "hours": 2.5186, "text": "I just added the android version for marine odyssey. Some final tests still remain…"}, {"post_id": 55445, "ts": "2026-08-27T09:08:08Z", "hours": 2.0872, "text": "Last devlog I have fixed all the issues that were pointed out in the first ship. I have tried my best to write most of the code by myself and only 1 sprite is ai generated cause i couldn’t find that anywhere. But still its less than 30% AI."}, {"post_id": 48722, "ts": "2026-08-17T07:45:44Z", "hours": 2.3597, "text": "🌊 Marine Odyssey — It’s Finished!"}, {"post_id": 48167, "ts": "2026-08-16T13:42:40Z", "hours": 5.1744, "text": "Marine Odyssey Devlog - #10 Update - I have added the Home scene, it deisplays the running game scene in background (without submarine). I have added some more sprites and most importantly, Audio and BGM. I added two types of controller mode also, Cursor and WASD. Next up, im making the health boost and and some more collectable stuff. Then, Ship it!"}, {"post_id": 45707, "ts": "2026-08-12T11:34:17Z", "hours": 3.1664, "text": "I added a bunch of sprites for: Background, starfish, sea mines, corals, submarine. Also, improved a lot of game play features. But still, the homw scene remains untouched till now. I’ll start working for that also. For now, please suggest me any ui improvements needed. (i have used ai to generate bg and coral sprites)"}, {"post_id": 42461, "ts": "2026-08-07T06:43:55Z", "hours": 1.8383, "text": "Marine Odyssey - Devlog #8 Today, I : Added bg sprite. Added shark sprite. Improved the game play. Fixed some code. Upgraded damage system."}, {"post_id": 41879, "ts": "2026-08-06T11:24:51Z", "hours": 6.1014, "text": "Marine Odyssey - Devlog #7 I almost forgot to devlog for some days. Here’s what is have done: Completed Titan hand. Completed Starfish. Completed Seamines. Completed sharks. Some game ui. No Sprites till now, No home scene, no audio."}, {"post_id": 29448, "ts": "2026-07-16T12:16:31Z", "hours": 1.875, "text": "Marine Odyssey - Devlog #6 There were MANY small tweaks and fixes to do in the game and in the event. I just: Fixed tentacle rotation. Added camera shake. Fixed submarine movement. Fixed Dark effect. Adjusted timings. Debugged some code. The Marine Odyssey is 20% completed. Still no UI, audio, buttons etc. One more thing, please give me some ideas of what can i add besides Kraken, Sharks and Starfish swarm. Or any feature you have in mind that will look good."}, {"post_id": 28878, "ts": "2026-07-15T13:35:47Z", "hours": 1.7692, "text": "Marine Odyssey - Devlog #5 Phew…!! It was a long day fighting errors and adjusting stuff. What i did is to implement the full Kraken. The old codes had soo many errors and structural issues and was incomplete. So, i had to replace almost everything and also upgraded the gameplan Some features are still missing though, that i’ll add later. And yeah, i still haven’t added the sprites and UI, just working on the gameplay."}, {"post_id": 28212, "ts": "2026-07-14T11:09:26Z", "hours": 1.1769, "text": "Marine Odyssey - Devlog #4 Been focusing on gameplay systems instead of visuals lately. The shark encounters are now working, with coral hiding fully integrated into the core gameplay loop. After some playtesting, I scrapped one of my original enemy ideas because it just wasn’t as interesting and started building a Kraken event instead. The Kraken is turning into one of the game’s biggest moments. Instead of permanent obstacles, giant tentacles will strike from beneath the seabed, forcing quick reactions and precise movement. I’ve also finished setting up the event system that controls the warnings, ocean darkening, cooldowns, and attack sequence. The tentacle system is now being rebuilt to use movement rather than scaling, which should make the final animations look much more natural once the real art is added. Still sticking with placeholder shapes for now. Getting the mechanics right before worrying about the visuals has been the best decision so far."}, {"post_id": 27682, "ts": "2026-07-13T13:51:33Z", "hours": 1.5522, "text": "Marine Odyssey - Devlog #3 Made a lot of progress today. The coral system is now in place, including hiding zones that the submarine can use to avoid sharks. I also got the first enemy working—sharks now patrol the ocean, chase the player when spotted, and lose interest if you disappear into the coral. I spent some time cleaning up the game’s structure too, fixing early issues with the camera, movement, and world scale so everything feels much more open. I also scrapped one of my original enemy ideas and replaced it with a Secret event that’s going to be a full event instead of just another obstacle. Still using placeholder shapes for everything. Focusing on making the gameplay fun first before moving on to art and polish."}, {"post_id": 27018, "ts": "2026-07-12T05:09:38Z", "hours": 1.8144, "text": "Marine Odyssey - Devlog #2 Made some solid progress on the submarine game today. I finished the core movement systems, added an endless scrolling ocean, and reworked the camera so it follows the submarine vertically while the world keeps moving forward. I also cleaned up a few early design decisions to make the ocean feel much larger and easier to build on later. Started working on the coral system as well. The coral foreground now loops endlessly with the environment, and I’m laying the groundwork for hiding mechanics that’ll be used to avoid predators later on. Still using placeholder shapes—gameplay first, art later. I’m really excited to complete this game and show it to you all!!!"}, {"post_id": 25344, "ts": "2026-07-09T16:05:18Z", "hours": 0.68, "text": "Marine Odyssey - Devlog #1 Just started off this underwater submarine game. I went through a lot of ideas following the arcady style 2D game and landed on this game idea. Wait to see the whole game reveal itself"}]...
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Title: Marine Odyssey by @Kartik_B | Stardance
De Title: Marine Odyssey by @Kartik_B | Stardance
Devlogs:
Marine Odyssey - Devlog #1 Just started off this underwater submarine game. I went through a lot of ideas following the arcady style 2D game and landed on this game idea. Wait to see the whole game reveal itself
Marine Odyssey - Devlog #2 Made some solid progress on the submarine game today. I finished the core movement systems, added an endless scrolling ocean, and reworked the camera so it follows the submarine vertically while the world keeps moving forward. I also cleaned up a few early design decisions to make the ocean feel much larger and easier to build on later. Started working on the coral system as well. The coral foreground now loops endlessly with the environment, and I’m laying the groundwork for hiding mechanics that’ll be used to avoid predators later on. Still using placeholder shapes—gameplay first, art later. I’m really excited to complete this game and show it to you all!!!
Marine Odyssey - Devlog #3 Made a lot of progress today. The coral system is now in place, including hiding zones that the submarine can use to avoid sharks. I also got the first enemy working—sharks now patrol the ocean, chase the player when spotted, and lose interest if you disappear into the coral. I spent some time cleaning up the game’s structure too, fixing early issues with the camera, movement, and world scale so everything feels much more open. I also scrapped one of my original enemy ideas and replaced it with a Secret event that’s going to be a full event instead of just another obstacle. Still using placeholder shapes for everything. Focusing on making the gameplay fun first before moving on to art and polish.
Marine Odyssey - Devlog #4 Been focusing on gameplay systems instead of visuals lately. The shark encounters are now working, with coral hiding fully integrated into the core gameplay loop. After some playtesting, I scrapped one of my original enemy ideas because it just wasn’t as interesting and started building a Kraken event instead. The Kraken is turning into one of the game’s biggest moments. Instead of permanent obstacles, giant tentacles will strike from beneath the seabed, forcing quick reactions and precise movement. I’ve also finished setting up the event system that controls the warnings, ocean darkening, cooldowns, and attack sequence. The tentacle system is now being rebuilt to use movement rather than scaling, which should make the final animations look much more natural once the real art is added. Still sticking with placeholder shapes for now. Getting the mechanics right before worrying about the visuals has been the best decision so far.
Marine Odyssey - Devlog #5 Phew…!! It was a long day fighting errors and adjusting stuff. What i did is to implement the full Kraken. The old codes had soo many errors and structural issues and was incomplete. So, i had to replace almost everything and also upgraded the gameplan Some features are still missing though, that i’ll add later. And yeah, i still haven’t added the sprites and UI, just working on the gameplay.
Marine Odyssey - Devlog #6 There were MANY small tweaks and fixes to do in the game and in the event. I just: Fixed tentacle rotation. Added camera shake. Fixed submarine movement. Fixed Dark effect. Adjusted timings. Debugged some code. The Marine Odyssey is 20% completed. Still no UI, audio, buttons etc. One more thing, please give me some ideas of what can i add besides Kraken, Sharks and Starfish swarm. Or any feature you have in mind that will look good.
Marine Odyssey - Devlog #7 I almost forgot to devlog for some days. Here’s what is have done: Completed Titan hand. Completed Starfish. Completed Seamines. Completed sharks. Some game ui. No Sprites till now, No home scene, no audio.
Marine Odyssey - Devlog #8 Today, I : Added bg sprite. Added shark sprite. Improved the game play. Fixed some code. Upgraded damage system.
I added a bunch of sprites for: Background, starfish, sea mines, corals, submarine. Also, improved a lot of game play features. But still, the homw scene remains untouched till now. I’ll start working for that also. For now, please suggest me any ui improvements needed. (i have used ai to generate bg and coral sprites)
Marine Odyssey Devlog - #10 Update - I have added the Home scene, it deisplays the running game scene in background (without submarine). I have added some more sprites and most importantly, Audio and BGM. I added two types of controller mode also, Cursor and WASD. Next up, im making the health boost and and some more collectable stuff. Then, Ship it!
🌊 Marine Odyssey — It’s Finished!
Last devlog I have fixed all the issues that were pointed out in the first ship. I have tried my best to write most of the code by myself and only 1 sprite is ai generated cause i couldn’t find that anywhere. But still its less than 30% AI.
I just added the android version for marine odyssey. Some final tests still remain…
Ships:
This is Marine Odyssey Ans underwater submarine game where you have to survive as long as you can. There can be Sharks, Titan, Starfish and Sea mines. The danger will increase with time. You have two controller modes, Cursor mode and WASD/arrow. You can also luckily pick a health boost. Beware, the Titan is really mad at you.
I have made an endless underwater themed submarine game. You have to survive as long as you can. There are threats like shark, starfish, titan and sea mines. Two types of controls in pc and joystick controls in mobile. Also, the game is now fully zero AI used game. I have just added the android support to the games....
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1792986696.8130991
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1793073096.8130991
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